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Create public CBuffers during capture, as they're needed for MSAA2Array
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@@ -155,6 +155,11 @@ void D3D11DebugManager::InitCommonResources()
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displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
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MSArrayCopyVS = shaderCache->MakeVShader(displayhlsl.c_str(), "RENDERDOC_FullscreenVS", "vs_4_0");
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for(int i = 0; i < ARRAY_COUNT(PublicCBuffers); i++)
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PublicCBuffers[i] = MakeCBuffer(sizeof(float) * 4 * 100);
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publicCBufIdx = 0;
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}
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void D3D11DebugManager::InitReplayResources()
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@@ -163,11 +168,6 @@ void D3D11DebugManager::InitReplayResources()
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HRESULT hr = S_OK;
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for(int i = 0; i < ARRAY_COUNT(PublicCBuffers); i++)
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PublicCBuffers[i] = MakeCBuffer(sizeof(float) * 4 * 100);
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publicCBufIdx = 0;
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{
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std::string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
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displayhlsl += GetEmbeddedResource(debugcommon_hlsl);
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