When grabbing D3D12Core also grab D3D12SDKLayers for validation

* The D3D12SDKLayers needs to match the D3D12Core, so we save both when possible
  (the SDKLayers dll might not be loaded during capture but it should be next to
  the D3D12Core. On replay if we have one we put it next to the D3D12Core we're
  using for replay, and if not we forcibly disable debug otherwise we may crash.
This commit is contained in:
baldurk committed 2021-04-28 12:21:57 +01:00
1 parent aedf0cc701
commit a4cba2af13
6 files changed
+141 -40

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+1
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@@ -1030,6 +1030,7 @@ rdcstr DoStringise(const SectionType &el)
STRINGISE_ENUM_CLASS_NAMED(EmbeddedLogfile, "renderdoc/internal/logfile");
STRINGISE_ENUM_CLASS_NAMED(EditedShaders, "renderdoc/ui/edits");
STRINGISE_ENUM_CLASS_NAMED(D3D12Core, "renderdoc/internal/d3d12core");
STRINGISE_ENUM_CLASS_NAMED(D3D12SDKLayers, "renderdoc/internal/d3d12sdklayers");
}
END_ENUM_STRINGISE();
}
+7
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@@ -104,6 +104,12 @@ version of RenderDoc that addes a new section type. They should be considered eq
This section contains an internal copy of D3D12Core for replaying.
The name for this section will be "renderdoc/internal/d3d12core".
.. data:: D3D12SDKLayers
This section contains an internal copy of D3D12SDKLayers for replaying.
The name for this section will be "renderdoc/internal/d3d12sdklayers".
)");
enum class SectionType : uint32_t
{
@@ -119,6 +125,7 @@ enum class SectionType : uint32_t
EmbeddedLogfile,
EditedShaders,
D3D12Core,
D3D12SDKLayers,
Count,
};