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Use correct command list when doing manual clears for D3D12 render pass
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@@ -183,7 +183,7 @@ bool WrappedID3D12GraphicsCommandList::Serialise_BeginRenderPass(
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{
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if(pRenderTargets[i].BeginningAccess.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR)
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{
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Unwrap(m_Cmd->RerecordCmdList(m_Cmd->m_LastCmdListID))
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Unwrap(pCommandList)
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->ClearRenderTargetView(pRenderTargets[i].cpuDescriptor,
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pRenderTargets[i].BeginningAccess.Clear.ClearValue.Color, 0,
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NULL);
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@@ -204,7 +204,7 @@ bool WrappedID3D12GraphicsCommandList::Serialise_BeginRenderPass(
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// we can safely read from either depth/stencil clear values because if the access
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// type isn't clear the corresponding flag will be unset - so whatever garbage value
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// we have isn't used.
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Unwrap(m_Cmd->RerecordCmdList(m_Cmd->m_LastCmdListID))
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Unwrap(pCommandList)
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->ClearDepthStencilView(
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pDepthStencil->cpuDescriptor, flags,
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pDepthStencil->DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth,
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