Treat ray dispatches as dispatches for action callbacks

This commit is contained in:
baldurk
2024-06-24 17:09:06 +01:00
parent 6fa26849cd
commit 00b07693a6
2 changed files with 3 additions and 2 deletions
@@ -1494,10 +1494,10 @@ bool WrappedID3D12GraphicsCommandList::Serialise_DispatchRays(SerialiserType &se
uint32_t eventId = m_Cmd->HandlePreCallback(list, ActionFlags::DispatchRay);
Unwrap4(list)->DispatchRays(&patchedDispatch.desc);
if(eventId && m_Cmd->m_ActionCallback->PostDraw(eventId, list))
if(eventId && m_Cmd->m_ActionCallback->PostDispatch(eventId, list))
{
Unwrap4(list)->DispatchRays(&patchedDispatch.desc);
m_Cmd->m_ActionCallback->PostRedraw(eventId, list);
m_Cmd->m_ActionCallback->PostRedispatch(eventId, list);
}
}
}
@@ -1828,6 +1828,7 @@ uint32_t D3D12CommandData::HandlePreCallback(ID3D12GraphicsCommandListX *list, A
break;
}
case ActionFlags::Dispatch:
case ActionFlags::DispatchRay:
{
m_ActionCallback->PreDispatch(eventId, list);
break;