Use correct context for shader debugging programs

This commit is contained in:
baldurk committed 2026-10-29 17:33:21 +00:00
1 parent 8e0a313621
commit b0c749c86c
2 files changed
+4 -3

No files matched your search

+1
View File
@@ -349,6 +349,7 @@ public:
void SetReplayData(GLWindowingData data);
void UseReplayContext() { MakeCurrentReplayContext(&m_ReplayCtx); }
void UseDebugContext() { MakeCurrentReplayContext(m_DebugCtx); }
bool IsReplayContext(void *ctx) { return m_ReplayCtx.ctx == NULL || ctx == m_ReplayCtx.ctx; }
bool HasDebugContext() { return m_DebugCtx != NULL; }
void FillWithDiscardPattern(DiscardType type, GLuint framebuffer, GLsizei numAttachments,
+3 -3
View File
@@ -1154,6 +1154,8 @@ public:
uniformParams.dynoffset.z = offset.value.s32v[2];
}
m_pDriver->GetReplay()->UseReplayContext();
GLuint prog = m_pDriver->GetReplay()->MakeShaderDebugSampleProg(config);
if(prog == 0)
@@ -1164,8 +1166,6 @@ public:
return false;
}
m_pDriver->GetReplay()->UseReplayContext();
GLMarkerRegion markerRegion("QueueSampleGather");
GLRenderState rs;
@@ -1288,7 +1288,7 @@ public:
RDCASSERTEQUAL(params[0].type, VarType::Float);
m_pDriver->GetReplay()->UseReplayContext();
m_pDriver->GetReplay()->UseDebugContext();
GLMarkerRegion markerRegion("QueueCalculateMathOp");