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Rename function to be a bit better understood
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@@ -373,7 +373,7 @@ class ResourceManager : public ResourceRecordHandler
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virtual bool ResourceTypeRelease(ResourceType res) = 0;
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virtual bool Need_InitialState(ResourceType res) = 0;
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virtual bool Force_InitialState(ResourceType res) = 0;
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virtual bool Need_InitialStateChunk(ResourceType res) = 0;
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virtual bool Prepare_InitialState(ResourceType res) = 0;
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virtual bool Serialise_InitialState(ResourceType res) = 0;
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@@ -814,7 +814,7 @@ void ResourceManager<ResourceType, RecordType>::PrepareInitialContents()
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{
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if(it->second == (ResourceType)RecordType::NullResource) continue;
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if(Need_InitialState(it->second))
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if(Force_InitialState(it->second))
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{
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RDCDEBUG("UAV %llu - %p", GetID(it->second), it->second);
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@@ -867,7 +867,7 @@ void ResourceManager<ResourceType, RecordType>::InsertInitialContentsChunks(Seri
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{
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if(it->second == (ResourceType)RecordType::NullResource) continue;
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if(Need_InitialState(it->second))
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if(Force_InitialState(it->second))
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{
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RDCDEBUG("Referenced UAV %llu - %p", GetID(it->second), it->second);
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@@ -84,7 +84,7 @@ bool D3D11ResourceManager::ResourceTypeRelease(ID3D11DeviceChild *res)
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return true;
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}
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bool D3D11ResourceManager::Need_InitialState(ID3D11DeviceChild *res)
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bool D3D11ResourceManager::Force_InitialState(ID3D11DeviceChild *res)
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{
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return IdentifyTypeByPtr(res) == Resource_UnorderedAccessView;
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}
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@@ -131,7 +131,7 @@ class D3D11ResourceManager : public ResourceManager<ID3D11DeviceChild*, D3D11Res
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bool ResourceTypeRelease(ID3D11DeviceChild *res);
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bool Need_InitialState(ID3D11DeviceChild *res);
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bool Force_InitialState(ID3D11DeviceChild *res);
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bool Need_InitialStateChunk(ID3D11DeviceChild *res);
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bool Prepare_InitialState(ID3D11DeviceChild *res);
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bool Serialise_InitialState(ID3D11DeviceChild *res);
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@@ -139,7 +139,7 @@ class GLResourceManager : public ResourceManager<GLResource, GLResourceRecord>
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bool ResourceTypeRelease(GLResource res) { return true; }
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bool Need_InitialState(GLResource res) { return false; }
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bool Force_InitialState(GLResource res) { return false; }
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bool Need_InitialStateChunk(GLResource res) { return res.Namespace != eResBuffer; }
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bool Prepare_InitialState(GLResource res);
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bool Serialise_InitialState(GLResource res) { return true; }
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