Fix handling of D3D11 deferred contexts that got broken

This commit is contained in:
baldurk
2016-07-25 14:39:57 +02:00
parent 535cec5b10
commit ca072b2d43
+8 -8
View File
@@ -901,19 +901,19 @@ void WrappedID3D11DeviceContext::RefreshDrawcallIDs(DrawcallTreeNode &node)
void WrappedID3D11DeviceContext::AddDrawcall(const FetchDrawcall &d, bool hasEvents)
{
if(GetType() == D3D11_DEVICE_CONTEXT_DEFERRED)
{
m_pDevice->GetImmediateContext()->AddDrawcall(d, hasEvents);
return;
}
m_AddedDrawcall = true;
FetchDrawcall draw = d;
if(draw.context == ResourceId())
draw.context = m_pDevice->GetResourceManager()->GetOriginalID(m_ResourceID);
if(GetType() == D3D11_DEVICE_CONTEXT_DEFERRED)
{
m_pDevice->GetImmediateContext()->AddDrawcall(draw, hasEvents);
return;
}
m_AddedDrawcall = true;
WrappedID3D11DeviceContext *context =
(WrappedID3D11DeviceContext *)m_pDevice->GetResourceManager()->GetLiveResource(draw.context);