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Fix order, update texture before fetching histogram. Closes #2828
* This is only relevant when using a custom shader since otherwise nothing is 'updated', though could also affect overlays potentially. If we don't then the custom shader texture may not have been re-rendered before we fetch the histogram data and we'll get stale information.
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@@ -1581,12 +1581,12 @@ void TextureViewer::UI_OnTextureSelectionChanged(bool newAction)
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AutoFitRange();
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m_Ctx.Replay().AsyncInvoke([this](IReplayController *r) {
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RT_UpdateVisualRange(r);
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RT_UpdateAndDisplay(r);
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if(m_Output != NULL)
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RT_PickPixelsAndUpdate(r);
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RT_UpdateVisualRange(r);
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});
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HighlightUsage();
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@@ -3815,14 +3815,14 @@ void TextureViewer::on_mipLevel_currentIndexChanged(int index)
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return;
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}
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INVOKE_MEMFN(RT_UpdateVisualRange);
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INVOKE_MEMFN(RT_UpdateAndDisplay);
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if(m_Output != NULL && m_PickedPoint.x() >= 0 && m_PickedPoint.y() >= 0)
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{
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INVOKE_MEMFN(RT_PickPixelsAndUpdate);
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}
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INVOKE_MEMFN(RT_UpdateAndDisplay);
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INVOKE_MEMFN(RT_UpdateVisualRange);
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}
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void TextureViewer::on_sliceFace_currentIndexChanged(int index)
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@@ -3834,14 +3834,14 @@ void TextureViewer::on_sliceFace_currentIndexChanged(int index)
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TextureDescription &tex = *texptr;
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m_TexDisplay.subresource.slice = (uint32_t)qMax(0, index);
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INVOKE_MEMFN(RT_UpdateAndDisplay);
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INVOKE_MEMFN(RT_UpdateVisualRange);
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if(m_Output != NULL && m_PickedPoint.x() >= 0 && m_PickedPoint.y() >= 0)
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{
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INVOKE_MEMFN(RT_PickPixelsAndUpdate);
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}
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INVOKE_MEMFN(RT_UpdateAndDisplay);
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}
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void TextureViewer::on_locationGoto_clicked()
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