Remove FIRST_CONTEXT_CHUNK from D3D11 driver

* This wasn't needed anymore, and would have caused backwards-compat
  problems if non-context chunks really needed to go before it.
This commit is contained in:
baldurk
2016-06-20 12:13:12 +02:00
parent 68ba7313c3
commit 1a15e230ad
3 changed files with 4 additions and 21 deletions
-1
View File
@@ -214,7 +214,6 @@ enum D3D11ChunkType
CAPTURE_SCOPE,
SET_INPUT_LAYOUT,
FIRST_CONTEXT_CHUNK = SET_INPUT_LAYOUT,
SET_VBUFFER,
SET_IBUFFER,
SET_TOPOLOGY,
-19
View File
@@ -583,25 +583,6 @@ bool WrappedID3D11DeviceContext::IsFL11_1()
void WrappedID3D11DeviceContext::ProcessChunk(uint64_t offset, D3D11ChunkType chunk, bool forceExecute)
{
if(chunk < FIRST_CONTEXT_CHUNK && !forceExecute)
{
if(m_State == READING)
{
m_pDevice->GetResourceManager()->MarkInFrame(false);
m_pDevice->ProcessChunk(offset, chunk);
m_pSerialiser->PopContext(chunk);
m_pDevice->GetResourceManager()->MarkInFrame(true);
}
else if(m_State == EXECUTING)
{
m_pSerialiser->SkipCurrentChunk();
m_pSerialiser->PopContext(chunk);
}
return;
}
m_CurChunkOffset = offset;
RDCASSERT(GetType() == D3D11_DEVICE_CONTEXT_IMMEDIATE);
+4 -1
View File
@@ -3312,7 +3312,10 @@ bool WrappedID3D11Device::Serialise_SetResourceName(ID3D11DeviceChild *res, cons
void WrappedID3D11Device::SetResourceName(ID3D11DeviceChild *res, const char *name)
{
if(m_State >= WRITING)
// don't allow naming device contexts or command lists so we know this chunk
// is always on a pre-capture chunk.
if(m_State >= WRITING && !WrappedID3D11DeviceContext::IsAlloc(res) &&
!WrappedID3D11CommandList::IsAlloc(res))
{
ResourceId idx = GetIDForResource(res);
D3D11ResourceRecord *record = GetResourceManager()->GetResourceRecord(idx);