Fix up fetching layer/mip for FBOs on replay

This commit is contained in:
baldurk
2015-07-18 18:27:34 +02:00
parent e5c1f8ee3b
commit 8213281921
8 changed files with 120 additions and 47 deletions
+5 -5
View File
@@ -585,7 +585,7 @@ namespace renderdocui.Code
if (IsLogD3D11)
return m_D3D11.m_OM.DepthTarget.Resource;
else if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Depth;
return m_GL.m_FB.m_DrawFBO.Depth.Obj;
}
return ResourceId.Null;
@@ -598,7 +598,7 @@ namespace renderdocui.Code
if (IsLogD3D11)
return m_D3D11.m_OM.DepthTarget.Resource;
else if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Stencil;
return m_GL.m_FB.m_DrawFBO.Stencil.Obj;
}
return ResourceId.Null;
@@ -648,7 +648,7 @@ namespace renderdocui.Code
{
int db = m_GL.m_FB.m_DrawFBO.DrawBuffers[i];
if(db >= 0)
ret[i] = m_GL.m_FB.m_DrawFBO.Color[db];
ret[i] = m_GL.m_FB.m_DrawFBO.Color[db].Obj;
}
return ret;
@@ -668,7 +668,7 @@ namespace renderdocui.Code
return m_D3D11.m_OM.DepthTarget.Resource;
if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Depth;
return m_GL.m_FB.m_DrawFBO.Depth.Obj;
}
return ResourceId.Null;
@@ -685,7 +685,7 @@ namespace renderdocui.Code
return m_D3D11.m_OM.DepthTarget.Resource;
if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Stencil;
return m_GL.m_FB.m_DrawFBO.Stencil.Obj;
}
return ResourceId.Null;