From 559179556a558f881c895ed0214a20355652b59e Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 6 Feb 2023 15:01:28 +0000 Subject: [PATCH] Don't unmute debug output on capture, only on replay --- renderdoc/driver/d3d12/d3d12_device.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/renderdoc/driver/d3d12/d3d12_device.cpp b/renderdoc/driver/d3d12/d3d12_device.cpp index be8f07ef6..f8cf1b777 100644 --- a/renderdoc/driver/d3d12/d3d12_device.cpp +++ b/renderdoc/driver/d3d12/d3d12_device.cpp @@ -724,9 +724,10 @@ WrappedID3D12Device::WrappedID3D12Device(ID3D12Device *realDevice, D3D12InitPara m_pInfoQueue->ClearStoredMessages(); - m_pInfoQueue->SetMuteDebugOutput(false); if(RenderDoc::Inst().IsReplayApp()) { + m_pInfoQueue->SetMuteDebugOutput(false); + D3D12_MESSAGE_ID mute[] = { // the runtime cries foul when you use normal APIs in expected ways (for simple markers) D3D12_MESSAGE_ID_CORRUPTED_PARAMETER2,