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Mark fences as referenced in fence-handling functions
* This is useful even if we don't faithfully replay fences, because it suppresses warnings about them being missing, and includes their creation info in the capture.
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@@ -175,6 +175,7 @@ VkResult WrappedVulkan::vkGetFenceStatus(VkDevice device, VkFence fence)
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Serialise_vkGetFenceStatus(ser, device, fence);
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m_FrameCaptureRecord->AddChunk(scope.Get());
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GetResourceManager()->MarkResourceFrameReferenced(GetResID(fence), eFrameRef_Read);
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}
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return ret;
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@@ -220,6 +221,8 @@ VkResult WrappedVulkan::vkResetFences(VkDevice device, uint32_t fenceCount, cons
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Serialise_vkResetFences(ser, device, fenceCount, pFences);
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m_FrameCaptureRecord->AddChunk(scope.Get());
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for(uint32_t i = 0; i < fenceCount; i++)
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GetResourceManager()->MarkResourceFrameReferenced(GetResID(pFences[i]), eFrameRef_Read);
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}
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return ret;
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@@ -265,6 +268,8 @@ VkResult WrappedVulkan::vkWaitForFences(VkDevice device, uint32_t fenceCount,
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Serialise_vkWaitForFences(ser, device, fenceCount, pFences, waitAll, timeout);
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m_FrameCaptureRecord->AddChunk(scope.Get());
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for(uint32_t i = 0; i < fenceCount; i++)
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GetResourceManager()->MarkResourceFrameReferenced(GetResID(pFences[i]), eFrameRef_Read);
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}
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return ret;
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