Drop LazyInit() inside GetDebugManager()

* We call LazyInit() in the first swapchain create, and on replay log
  initialisation. This is guaranteed to be before we use it (on replay
  it will always be hit, and in program if there's no swapchain, we
  won't use the debug manager for text rendering). It's also late enough
  that it won't be triggered for every device while enumerating or such.
This commit is contained in:
baldurk
2015-02-04 17:47:58 +00:00
parent e6e22b1fb7
commit 24577f3612
+1 -1
View File
@@ -232,7 +232,7 @@ public:
ID3D11Device *GetReal() { return m_pDevice; }
static const char *GetChunkName(uint32_t idx);
D3D11DebugManager *GetDebugManager() { LazyInit(); return m_DebugManager; }
D3D11DebugManager *GetDebugManager() { return m_DebugManager; }
D3D11ResourceManager *GetResourceManager() { return m_ResourceManager; }
D3D11Replay *GetReplay() { return &m_Replay; }