Mark subresources with data as having data in serialiser

* This means that Map() calls won't redundantly generate more data on
  top of the data serialised with the texture creation chunk.
This commit is contained in:
baldurk
2015-04-28 12:17:02 +02:00
parent 6ce04a391e
commit c58c406b20
@@ -233,7 +233,10 @@ vector<D3D11_SUBRESOURCE_DATA> WrappedID3D11Device::Serialise_CreateTextureData(
record->NumSubResources = numSubresources;
record->SubResources = new ResourceRecord*[record->NumSubResources];
for(UINT s=0; s < numSubresources; s++)
{
record->SubResources[s] = new D3D11ResourceRecord(ResourceId());
record->SubResources[s]->DataInSerialiser = HasData;
}
}
RDCASSERT(record != NULL);