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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.
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@@ -214,7 +214,6 @@ enum D3D11ChunkType
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CAPTURE_SCOPE,
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SET_INPUT_LAYOUT,
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FIRST_CONTEXT_CHUNK = SET_INPUT_LAYOUT,
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SET_VBUFFER,
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SET_IBUFFER,
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SET_TOPOLOGY,
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@@ -583,25 +583,6 @@ bool WrappedID3D11DeviceContext::IsFL11_1()
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void WrappedID3D11DeviceContext::ProcessChunk(uint64_t offset, D3D11ChunkType chunk, bool forceExecute)
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{
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if(chunk < FIRST_CONTEXT_CHUNK && !forceExecute)
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{
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if(m_State == READING)
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{
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m_pDevice->GetResourceManager()->MarkInFrame(false);
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m_pDevice->ProcessChunk(offset, chunk);
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m_pSerialiser->PopContext(chunk);
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m_pDevice->GetResourceManager()->MarkInFrame(true);
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}
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else if(m_State == EXECUTING)
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{
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m_pSerialiser->SkipCurrentChunk();
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m_pSerialiser->PopContext(chunk);
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}
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return;
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}
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m_CurChunkOffset = offset;
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RDCASSERT(GetType() == D3D11_DEVICE_CONTEXT_IMMEDIATE);
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@@ -3312,7 +3312,10 @@ bool WrappedID3D11Device::Serialise_SetResourceName(ID3D11DeviceChild *res, cons
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void WrappedID3D11Device::SetResourceName(ID3D11DeviceChild *res, const char *name)
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{
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if(m_State >= WRITING)
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// don't allow naming device contexts or command lists so we know this chunk
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// is always on a pre-capture chunk.
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if(m_State >= WRITING && !WrappedID3D11DeviceContext::IsAlloc(res) &&
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!WrappedID3D11CommandList::IsAlloc(res))
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{
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ResourceId idx = GetIDForResource(res);
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D3D11ResourceRecord *record = GetResourceManager()->GetResourceRecord(idx);
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