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Ensure all UAVs are unbound for D3D11 pixel history pixel copy
* This is necessary so the source texture can be bound as an SRV - we already unbind all RTVs.
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@@ -196,7 +196,7 @@ void D3D11DebugManager::PixelHistoryCopyPixel(D3D11CopyPixelParams &p, size_t ev
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UINT curCSNumInst = D3D11_SHADER_MAX_INTERFACES;
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ID3D11Buffer *curCSCBuf[2] = {0};
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ID3D11ShaderResourceView *curCSSRVs[10] = {0};
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ID3D11UnorderedAccessView *curCSUAV[4] = {0};
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ID3D11UnorderedAccessView *curCSUAV[D3D11_1_UAV_SLOT_COUNT] = {0};
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UINT initCounts[D3D11_1_UAV_SLOT_COUNT];
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memset(&initCounts[0], 0xff, sizeof(initCounts));
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@@ -234,6 +234,7 @@ void D3D11DebugManager::PixelHistoryCopyPixel(D3D11CopyPixelParams &p, size_t ev
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offs = 3;
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}
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m_pImmediateContext->CSSetUnorderedAccessViews(0, D3D11_1_UAV_SLOT_COUNT, NULL, NULL);
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m_pImmediateContext->CSSetUnorderedAccessViews(offs, 1, &p.uav, initCounts);
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if(p.depthcopy)
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