Don't register debug callback on GL when structured-exporting

This commit is contained in:
baldurk
2019-10-24 18:02:54 +01:00
parent e00d2e28c5
commit 2492ebf26d
3 changed files with 6 additions and 2 deletions
+4
View File
@@ -1150,6 +1150,8 @@ void GLReplay::DeleteDebugData()
MakeCurrentReplayContext(&m_ReplayCtx);
GL.glDebugMessageCallback(NULL, NULL);
if(DebugData.overlayProg)
drv.glDeleteProgram(DebugData.overlayProg);
@@ -1159,6 +1161,8 @@ void GLReplay::DeleteDebugData()
MakeCurrentReplayContext(m_DebugCtx);
GL.glDebugMessageCallback(NULL, NULL);
ClearPostVSCache();
drv.glDeleteFramebuffers(1, &DebugData.overlayFBO);
-2
View File
@@ -661,8 +661,6 @@ WrappedOpenGL::WrappedOpenGL(GLPlatform &platform)
if(RenderDoc::Inst().IsReplayApp())
{
m_State = CaptureState::LoadingReplaying;
RegisterDebugCallback();
}
else
{
+2
View File
@@ -260,6 +260,8 @@ void GLReplay::SetReplayData(GLWindowingData data)
if(m_pDriver != NULL)
m_pDriver->RegisterReplayContext(m_ReplayCtx, NULL, true, true);
m_pDriver->RegisterDebugCallback();
InitDebugData();
if(!HasDebugContext())