Don't process separate debug info during capture

This commit is contained in:
baldurk
2024-12-02 13:39:28 +00:00
parent e3a3a502bc
commit 097ac429f6
@@ -73,6 +73,9 @@ void CacheSearchDirDebugPaths()
if(!cachedDebugFilesLookup.empty())
return;
if(!RenderDoc::Inst().IsReplayApp())
return;
rdcarray<rdcstr> searchPaths = DXBC_Debug_SearchDirPaths();
for(const rdcstr &base : searchPaths)
@@ -1459,7 +1462,8 @@ DXBCContainer::DXBCContainer(const bytebuf &ByteCode, const rdcstr &debugInfoPat
m_ShaderBlob = ByteCode;
TryFetchSeparateDebugInfo(m_ShaderBlob, debugInfoPath);
if(RenderDoc::Inst().IsReplayApp())
TryFetchSeparateDebugInfo(m_ShaderBlob, debugInfoPath);
// just for convenience
byte *data = (byte *)m_ShaderBlob.data();