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Go through consistent path to capture. Fixes IsFrameCapturing. Refs #158
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@@ -2985,7 +2985,7 @@ void WrappedID3D11Device::FirstFrame(IDXGISwapChain *swap)
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// if we have to capture the first frame, begin capturing immediately
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if(m_State == WRITING_IDLE && RenderDoc::Inst().ShouldTriggerCapture(0))
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{
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StartFrameCapture(this, swapdesc.OutputWindow);
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RenderDoc::Inst().StartFrameCapture((ID3D11Device *)this, swapdesc.OutputWindow);
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m_AppControlledCapture = false;
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}
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@@ -3167,7 +3167,7 @@ HRESULT WrappedID3D11Device::Present(IDXGISwapChain *swap, UINT SyncInterval, UI
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if(RenderDoc::Inst().ShouldTriggerCapture(m_FrameCounter) && m_State == WRITING_IDLE)
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{
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StartFrameCapture(this, swapdesc.OutputWindow);
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RenderDoc::Inst().StartFrameCapture((ID3D11Device *)this, swapdesc.OutputWindow);
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m_AppControlledCapture = false;
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}
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@@ -2232,7 +2232,7 @@ void WrappedOpenGL::SwapBuffers(void *windowHandle)
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if(RenderDoc::Inst().ShouldTriggerCapture(m_FrameCounter) && m_State == WRITING_IDLE)
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{
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StartFrameCapture(ctxdata.ctx, windowHandle);
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RenderDoc::Inst().StartFrameCapture(ctxdata.ctx, windowHandle);
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m_AppControlledCapture = false;
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}
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