Don't overload Replay() return type with concrete ReplayManager

This commit is contained in:
baldurk
2018-10-19 16:04:45 +01:00
parent 9e6a5e692e
commit 0cd0dce704
2 changed files with 14 additions and 14 deletions
+12 -12
View File
@@ -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<ICaptureViewer *> &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();