Add events for markers in GL/D3D11 so they don't mess up replay

* If a marker was the very first event, we want to be able to fetch it
  so the replay isn't off-by-one after that.
This commit is contained in:
baldurk
2018-02-21 18:29:51 +00:00
parent 8b607f63a6
commit a57cc118af
2 changed files with 7 additions and 10 deletions
+3 -5
View File
@@ -889,11 +889,9 @@ bool WrappedID3D11DeviceContext::ProcessChunk(ReadSerialiser &ser, D3D11Chunk ch
if(m_DrawcallStack.size() > 1)
m_DrawcallStack.pop_back();
}
else
{
if(!m_AddedDrawcall)
AddEvent();
}
if(!m_AddedDrawcall)
AddEvent();
}
m_AddedDrawcall = false;
+4 -5
View File
@@ -4105,12 +4105,11 @@ bool WrappedOpenGL::ContextProcessChunk(ReadSerialiser &ser, GLChunk chunk)
m_DrawcallStack.pop_back();
break;
}
default:
{
if(!m_AddedDrawcall)
AddEvent();
}
default: break;
}
if(!m_AddedDrawcall)
AddEvent();
}
m_AddedDrawcall = false;