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.
This commit is contained in:
baldurk
2018-01-16 11:09:31 +00:00
parent aaa3a98677
commit 08bedb849e
@@ -175,6 +175,7 @@ VkResult WrappedVulkan::vkGetFenceStatus(VkDevice device, VkFence fence)
Serialise_vkGetFenceStatus(ser, device, fence);
m_FrameCaptureRecord->AddChunk(scope.Get());
GetResourceManager()->MarkResourceFrameReferenced(GetResID(fence), eFrameRef_Read);
}
return ret;
@@ -220,6 +221,8 @@ VkResult WrappedVulkan::vkResetFences(VkDevice device, uint32_t fenceCount, cons
Serialise_vkResetFences(ser, device, fenceCount, pFences);
m_FrameCaptureRecord->AddChunk(scope.Get());
for(uint32_t i = 0; i < fenceCount; i++)
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pFences[i]), eFrameRef_Read);
}
return ret;
@@ -265,6 +268,8 @@ VkResult WrappedVulkan::vkWaitForFences(VkDevice device, uint32_t fenceCount,
Serialise_vkWaitForFences(ser, device, fenceCount, pFences, waitAll, timeout);
m_FrameCaptureRecord->AddChunk(scope.Get());
for(uint32_t i = 0; i < fenceCount; i++)
GetResourceManager()->MarkResourceFrameReferenced(GetResID(pFences[i]), eFrameRef_Read);
}
return ret;