diff --git a/renderdoc/driver/d3d11/d3d11_analyse.cpp b/renderdoc/driver/d3d11/d3d11_analyse.cpp index 8319bfd81..177ef206a 100644 --- a/renderdoc/driver/d3d11/d3d11_analyse.cpp +++ b/renderdoc/driver/d3d11/d3d11_analyse.cpp @@ -4350,7 +4350,7 @@ vector D3D11DebugManager::PixelHistory(uint32_t frameID, vect } { - byte *rowdata = pixstoreDepthData + mapped.RowPitch * storey; + byte *rowdata = pixstoreDepthData + mappedDepth.RowPitch * storey; float *data = (float *)(rowdata + 2 * sizeof(float) * (storex * pixstoreStride + 0)); mod.preMod.depth = data[0]; @@ -4741,7 +4741,7 @@ vector D3D11DebugManager::PixelHistory(uint32_t frameID, vect // colour { // shader output is always 4 32bit components, so we can copy straight - byte *rowdata = shadoutStoreData + mapped.RowPitch * (shadColSlot/2048); + byte *rowdata = shadoutStoreData + mappedShadout.RowPitch * (shadColSlot/2048); byte *data = rowdata + 4 * sizeof(float) * (shadColSlot%2048); memcpy(&history[h].shaderOut.col.value_u[0], data, 4*sizeof(float)); @@ -4749,7 +4749,7 @@ vector D3D11DebugManager::PixelHistory(uint32_t frameID, vect // depth { - byte *rowdata = pixstoreDepthData + mapped.RowPitch * (depthSlot/2048); + byte *rowdata = pixstoreDepthData + mappedDepth.RowPitch * (depthSlot/2048); float *data = (float *)(rowdata + 2 * sizeof(float) * (depthSlot%2048)); history[h].shaderOut.depth = data[0]; @@ -4766,7 +4766,7 @@ vector D3D11DebugManager::PixelHistory(uint32_t frameID, vect // fetch primitive ID { // shader output is always 4 32bit components, so we can copy straight - byte *rowdata = shadoutStoreData + mapped.RowPitch * (shadColSlot/2048); + byte *rowdata = shadoutStoreData + mappedShadout.RowPitch * (shadColSlot/2048); byte *data = rowdata + 4 * sizeof(float) * (shadColSlot%2048); memcpy(&history[h].primitiveID, data, sizeof(uint32_t));