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https://github.com/baldurk/renderdoc.git
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When selecting the final swapchain present, use present target
* It was using the last bound render target, which could be empty if state was reset before presentation. Instead we use the copy target listed in the present drawcall as the actual swap buffer presented to.
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@@ -98,7 +98,7 @@ namespace renderdocui.Windows
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public static void GetDrawContext(Core core, out bool copy, out bool compute)
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{
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var curDraw = core.CurDrawcall;
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copy = curDraw != null && (curDraw.flags & (DrawcallFlags.Copy | DrawcallFlags.Resolve)) != 0;
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copy = curDraw != null && (curDraw.flags & (DrawcallFlags.Copy | DrawcallFlags.Resolve | DrawcallFlags.Present)) != 0;
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compute = curDraw != null && (curDraw.flags & DrawcallFlags.Dispatch) != 0 &&
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core.CurPipelineState.GetShader(ShaderStageType.Compute) != ResourceId.Null;
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}
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@@ -1420,7 +1420,7 @@ namespace renderdocui.Windows
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int roIndex = 0;
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var curDraw = m_Core.GetDrawcall(eventID);
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bool copy = curDraw != null && (curDraw.flags & (DrawcallFlags.Copy|DrawcallFlags.Resolve)) != 0;
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bool copy = curDraw != null && (curDraw.flags & (DrawcallFlags.Copy|DrawcallFlags.Resolve|DrawcallFlags.Present)) != 0;
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bool compute = curDraw != null && (curDraw.flags & (DrawcallFlags.Dispatch)) != 0;
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for(int rt=0; rt < RTs.Length; rt++)
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