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Mark state objects referenced at start of frame capture. Refs #862
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@@ -190,6 +190,10 @@ void D3D11RenderState::MarkReferenced(WrappedID3D11DeviceContext *ctx, bool init
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ctx->MarkResourceReferenced(GetIDForResource(sh->ConstantBuffers[i]),
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initial ? eFrameRef_Unknown : eFrameRef_Read);
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for(UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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ctx->MarkResourceReferenced(GetIDForResource(sh->Samplers[i]),
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initial ? eFrameRef_Unknown : eFrameRef_Read);
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for(UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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if(sh->SRVs[i])
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@@ -224,6 +228,15 @@ void D3D11RenderState::MarkReferenced(WrappedID3D11DeviceContext *ctx, bool init
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ctx->MarkResourceReferenced(GetIDForResource(SO.Buffers[i]),
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initial ? eFrameRef_Unknown : eFrameRef_Write);
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ctx->MarkResourceReferenced(GetIDForResource(RS.State),
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initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(OM.BlendState),
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initial ? eFrameRef_Unknown : eFrameRef_Read);
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ctx->MarkResourceReferenced(GetIDForResource(OM.DepthStencilState),
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initial ? eFrameRef_Unknown : eFrameRef_Read);
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for(UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
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{
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if(OM.RenderTargets[i])
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