Fetch render state after making replay context current

This commit is contained in:
baldurk
2014-12-06 18:40:24 +00:00
parent 1d0ba67331
commit 06dd044ed3
2 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -39,6 +39,7 @@ struct GLRenderState
void FetchState();
void ApplyState();
void Clear();
void Serialise(LogState state, void *ctx, WrappedOpenGL *gl);
enum
{
@@ -223,7 +224,6 @@ struct GLRenderState
GLenum CullFace;
//
void Serialise(LogState state, void *ctx, WrappedOpenGL *gl);
private:
Serialiser *m_pSerialiser;
LogState m_State;
+2 -2
View File
@@ -817,11 +817,11 @@ void GLReplay::SavePipelineState()
WrappedOpenGL &gl = *m_pDriver;
GLResourceManager *rm = m_pDriver->GetResourceManager();
MakeCurrentReplayContext(&m_ReplayCtx);
GLRenderState rs(&gl.GetHookset(), NULL, READING);
rs.FetchState();
MakeCurrentReplayContext(&m_ReplayCtx);
// Index buffer
pipe.m_VtxIn.ibuffer.Offset = m_pDriver->m_LastIndexOffset;