Fix for replaying Begin/EndRenderPass draws

This commit is contained in:
baldurk
2015-11-13 19:53:46 +01:00
parent b93b8eb662
commit 5fdc74d34b
+6
View File
@@ -1861,10 +1861,16 @@ void WrappedVulkan::ReplayLog(uint32_t frameID, uint32_t startEventID, uint32_t
ObjDisp(cmd)->CmdBindVertexBuffers(Unwrap(cmd), (uint32_t)i, 1, UnwrapPtr(GetResourceManager()->GetCurrentHandle<VkBuffer>(s.vbuffers[i].buf)), &s.vbuffers[i].offs);
}
bool rpWasActive = m_PartialReplayData.renderPassActive;
ContextReplayLog(EXECUTING, endEventID, endEventID, partial);
if(m_PartialReplayData.renderPassActive)
ObjDisp(cmd)->CmdEndRenderPass(Unwrap(cmd));
// we might have replayed a CmdBeginRenderPass or CmdEndRenderPass,
// but we want to keep the partial replay data state intact.
m_PartialReplayData.renderPassActive = rpWasActive;
ObjDisp(cmd)->EndCommandBuffer(Unwrap(cmd));