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https://github.com/baldurk/renderdoc.git
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Disassemble root signature at replay time too
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@@ -488,8 +488,8 @@ bool WrappedID3D12Device::Serialise_CreateRootSignature(UINT nodeMask,
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void **ppvRootSignature)
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{
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SERIALISE_ELEMENT(UINT, mask, nodeMask);
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SERIALISE_ELEMENT(uint32_t, BytecodeLen, (uint32_t)blobLengthInBytes);
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SERIALISE_ELEMENT_BUF(byte *, ShaderBytecode, pBlobWithRootSignature, BytecodeLen);
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SERIALISE_ELEMENT(uint32_t, blobLen, (uint32_t)blobLengthInBytes);
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SERIALISE_ELEMENT_BUF(byte *, blobBytes, pBlobWithRootSignature, blobLen);
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SERIALISE_ELEMENT(IID, guid, riid);
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SERIALISE_ELEMENT(ResourceId, Sig,
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((WrappedID3D12RootSignature *)*ppvRootSignature)->GetResourceID());
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@@ -497,8 +497,7 @@ bool WrappedID3D12Device::Serialise_CreateRootSignature(UINT nodeMask,
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if(m_State == READING)
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{
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ID3D12RootSignature *ret = NULL;
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HRESULT hr =
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m_pDevice->CreateRootSignature(mask, ShaderBytecode, BytecodeLen, guid, (void **)&ret);
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HRESULT hr = m_pDevice->CreateRootSignature(mask, blobBytes, blobLen, guid, (void **)&ret);
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if(FAILED(hr))
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{
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@@ -508,6 +507,10 @@ bool WrappedID3D12Device::Serialise_CreateRootSignature(UINT nodeMask,
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{
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ret = new WrappedID3D12RootSignature(ret, this);
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WrappedID3D12RootSignature *wrapped = (WrappedID3D12RootSignature *)ret;
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wrapped->sig = D3D12DebugManager::GetRootSig(blobBytes, blobLen);
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GetResourceManager()->AddLiveResource(Sig, ret);
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}
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}
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