From 24577f36123be5a4fb268f5c0f7f6f2ee8b95161 Mon Sep 17 00:00:00 2001 From: baldurk Date: Wed, 4 Feb 2015 17:47:58 +0000 Subject: [PATCH] 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. --- renderdoc/driver/d3d11/d3d11_device.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/renderdoc/driver/d3d11/d3d11_device.h b/renderdoc/driver/d3d11/d3d11_device.h index e32d2cb41..80b142c65 100644 --- a/renderdoc/driver/d3d11/d3d11_device.h +++ b/renderdoc/driver/d3d11/d3d11_device.h @@ -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; }