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Refactor RenderMesh() to now purely render what's specified
* So RenderMesh doesn't pick up anything implicitly from the current event, log, pipeline state etc - everything it needs is explicitly provided by the config parameters (note this might include a buffer generated by postvs data fetching, but the implementation now doesn't need to care or treat it as a special case.
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@@ -103,7 +103,7 @@ class ImageViewer : public IReplayDriver
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// other operations are dropped/ignored, to avoid confusion
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void ReadLogInitialisation() {}
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void RenderMesh(uint32_t frameID, const vector<uint32_t> &events, MeshDisplay cfg) {}
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void RenderMesh(uint32_t frameID, uint32_t eventID, const vector<MeshFormat> &secondaryDraws, MeshDisplay cfg) {}
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vector<ResourceId> GetBuffers() { return vector<ResourceId>(); }
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vector<DebugMessage> GetDebugMessages() { return vector<DebugMessage>(); }
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FetchBuffer GetBuffer(ResourceId id) { FetchBuffer ret; RDCEraseEl(ret); return ret; }
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