mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-04 17:10:47 +00:00
Don't overload Replay() return type with concrete ReplayManager
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@@ -109,7 +109,7 @@ CaptureContext::~CaptureContext()
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{
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RENDERDOC_UnregisterMemoryRegion(this);
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delete m_Icon;
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m_Renderer.CloseThread();
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m_Replay.CloseThread();
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delete m_MainWindow;
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}
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@@ -241,12 +241,12 @@ void CaptureContext::LoadCaptureThreaded(const QString &captureFile, const QStri
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m_PostloadProgress = 0.0f;
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// this function call will block until the capture is either loaded, or there's some failure
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m_Renderer.OpenCapture(captureFile, [this](float p) { m_LoadProgress = p; });
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m_Replay.OpenCapture(captureFile, [this](float p) { m_LoadProgress = p; });
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// if the renderer isn't running, we hit a failure case so display an error message
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if(!m_Renderer.IsRunning())
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if(!m_Replay.IsRunning())
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{
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QString errmsg = ToQStr(m_Renderer.GetCreateStatus());
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QString errmsg = ToQStr(m_Replay.GetCreateStatus());
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QString messageText = tr("%1\nFailed to open capture for replay: %2.\n\n"
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"Check diagnostic log in Help menu for more details.")
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@@ -271,7 +271,7 @@ void CaptureContext::LoadCaptureThreaded(const QString &captureFile, const QStri
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m_FirstDrawcall = m_LastDrawcall = NULL;
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// fetch initial data like drawcalls, textures and buffers
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m_Renderer.BlockInvoke([this](IReplayController *r) {
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m_Replay.BlockInvoke([this](IReplayController *r) {
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if(Config().EventBrowser_AddFake)
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r->AddFakeMarkers();
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@@ -465,7 +465,7 @@ void CaptureContext::RecompressCapture()
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if(IsCaptureLocal())
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{
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// for local files we already have a handle. We'll reuse it, then re-open
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cap = Replay().GetCaptureFile();
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cap = m_Replay.GetCaptureFile();
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}
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else
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{
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@@ -539,7 +539,7 @@ void CaptureContext::RecompressCapture()
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m_CaptureTemporary = false;
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// open the saved capture file. This will let us remove the old file too
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Replay().ReopenCaptureFile(m_CaptureFile);
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m_Replay.ReopenCaptureFile(m_CaptureFile);
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m_CaptureMods = CaptureModifications::All;
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@@ -568,7 +568,7 @@ bool CaptureContext::SaveCaptureTo(const rdcstr &captureFile)
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}
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else
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{
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ICaptureFile *capFile = Replay().GetCaptureFile();
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ICaptureFile *capFile = m_Replay.GetCaptureFile();
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if(capFile)
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{
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@@ -618,7 +618,7 @@ bool CaptureContext::SaveCaptureTo(const rdcstr &captureFile)
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m_CaptureLocal = true;
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m_CaptureTemporary = false;
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Replay().ReopenCaptureFile(captureFile);
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m_Replay.ReopenCaptureFile(captureFile);
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SaveChanges();
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return true;
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@@ -638,7 +638,7 @@ void CaptureContext::CloseCapture()
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m_CaptureFile = QString();
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m_Renderer.CloseThread();
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m_Replay.CloseThread();
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memset(&m_APIProps, 0, sizeof(m_APIProps));
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memset(&m_FrameInfo, 0, sizeof(m_FrameInfo));
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@@ -752,7 +752,7 @@ void CaptureContext::ExportCapture(const CaptureFileFormat &fmt, const rdcstr &e
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// if we don't need buffers, we can export directly from our existing capture file
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if(!fmt.requiresBuffers)
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{
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file = Replay().GetCaptureFile();
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file = m_Replay.GetCaptureFile();
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sdfile = m_StructuredFile;
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}
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@@ -821,7 +821,7 @@ void CaptureContext::SetEventID(const rdcarray<ICaptureViewer *> &exclude, uint3
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uint32_t prevEventID = m_EventID;
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m_EventID = eventId;
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m_Renderer.BlockInvoke([this, eventId, force](IReplayController *r) {
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m_Replay.BlockInvoke([this, eventId, force](IReplayController *r) {
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r->SetFrameEvent(eventId, force);
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m_CurD3D11PipelineState = r->GetD3D11PipelineState();
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m_CurD3D12PipelineState = r->GetD3D12PipelineState();
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