diff --git a/qrenderdoc/Code/CaptureContext.cpp b/qrenderdoc/Code/CaptureContext.cpp index fc56da614..681ca7398 100644 --- a/qrenderdoc/Code/CaptureContext.cpp +++ b/qrenderdoc/Code/CaptureContext.cpp @@ -109,7 +109,7 @@ CaptureContext::~CaptureContext() { RENDERDOC_UnregisterMemoryRegion(this); delete m_Icon; - m_Renderer.CloseThread(); + m_Replay.CloseThread(); delete m_MainWindow; } @@ -241,12 +241,12 @@ void CaptureContext::LoadCaptureThreaded(const QString &captureFile, const QStri m_PostloadProgress = 0.0f; // this function call will block until the capture is either loaded, or there's some failure - m_Renderer.OpenCapture(captureFile, [this](float p) { m_LoadProgress = p; }); + m_Replay.OpenCapture(captureFile, [this](float p) { m_LoadProgress = p; }); // if the renderer isn't running, we hit a failure case so display an error message - if(!m_Renderer.IsRunning()) + if(!m_Replay.IsRunning()) { - QString errmsg = ToQStr(m_Renderer.GetCreateStatus()); + QString errmsg = ToQStr(m_Replay.GetCreateStatus()); QString messageText = tr("%1\nFailed to open capture for replay: %2.\n\n" "Check diagnostic log in Help menu for more details.") @@ -271,7 +271,7 @@ void CaptureContext::LoadCaptureThreaded(const QString &captureFile, const QStri m_FirstDrawcall = m_LastDrawcall = NULL; // fetch initial data like drawcalls, textures and buffers - m_Renderer.BlockInvoke([this](IReplayController *r) { + m_Replay.BlockInvoke([this](IReplayController *r) { if(Config().EventBrowser_AddFake) r->AddFakeMarkers(); @@ -465,7 +465,7 @@ void CaptureContext::RecompressCapture() if(IsCaptureLocal()) { // for local files we already have a handle. We'll reuse it, then re-open - cap = Replay().GetCaptureFile(); + cap = m_Replay.GetCaptureFile(); } else { @@ -539,7 +539,7 @@ void CaptureContext::RecompressCapture() m_CaptureTemporary = false; // open the saved capture file. This will let us remove the old file too - Replay().ReopenCaptureFile(m_CaptureFile); + m_Replay.ReopenCaptureFile(m_CaptureFile); m_CaptureMods = CaptureModifications::All; @@ -568,7 +568,7 @@ bool CaptureContext::SaveCaptureTo(const rdcstr &captureFile) } else { - ICaptureFile *capFile = Replay().GetCaptureFile(); + ICaptureFile *capFile = m_Replay.GetCaptureFile(); if(capFile) { @@ -618,7 +618,7 @@ bool CaptureContext::SaveCaptureTo(const rdcstr &captureFile) m_CaptureLocal = true; m_CaptureTemporary = false; - Replay().ReopenCaptureFile(captureFile); + m_Replay.ReopenCaptureFile(captureFile); SaveChanges(); return true; @@ -638,7 +638,7 @@ void CaptureContext::CloseCapture() m_CaptureFile = QString(); - m_Renderer.CloseThread(); + m_Replay.CloseThread(); memset(&m_APIProps, 0, sizeof(m_APIProps)); memset(&m_FrameInfo, 0, sizeof(m_FrameInfo)); @@ -752,7 +752,7 @@ void CaptureContext::ExportCapture(const CaptureFileFormat &fmt, const rdcstr &e // if we don't need buffers, we can export directly from our existing capture file if(!fmt.requiresBuffers) { - file = Replay().GetCaptureFile(); + file = m_Replay.GetCaptureFile(); sdfile = m_StructuredFile; } @@ -821,7 +821,7 @@ void CaptureContext::SetEventID(const rdcarray &exclude, uint3 uint32_t prevEventID = m_EventID; m_EventID = eventId; - m_Renderer.BlockInvoke([this, eventId, force](IReplayController *r) { + m_Replay.BlockInvoke([this, eventId, force](IReplayController *r) { r->SetFrameEvent(eventId, force); m_CurD3D11PipelineState = r->GetD3D11PipelineState(); m_CurD3D12PipelineState = r->GetD3D12PipelineState(); diff --git a/qrenderdoc/Code/CaptureContext.h b/qrenderdoc/Code/CaptureContext.h index 6b94f7a5d..6a270b29d 100644 --- a/qrenderdoc/Code/CaptureContext.h +++ b/qrenderdoc/Code/CaptureContext.h @@ -98,7 +98,7 @@ public: ////////////////////////////////////////////////////////////////////////////// // Accessors - ReplayManager &Replay() override { return m_Renderer; } + IReplayManager &Replay() override { return m_Replay; } bool IsCaptureLoaded() override { return m_CaptureLoaded; } bool IsCaptureLocal() override { return m_CaptureLocal; } bool IsCaptureTemporary() override { return m_CaptureTemporary; } @@ -227,7 +227,7 @@ public: const PipeState &CurPipelineState() override { return *m_CurPipelineState; } PersistantConfig &Config() override { return m_Config; } private: - ReplayManager m_Renderer; + ReplayManager m_Replay; const D3D11Pipe::State *m_CurD3D11PipelineState; const D3D12Pipe::State *m_CurD3D12PipelineState;