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https://github.com/baldurk/renderdoc.git
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When in CAPFRAME save uniform sets to context record
* It was the wrong way around. When not capturing frame we save uniform sets to the program's record, but really we shouldn't do this and we should grab these as 'initial state' of the program resources
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1 parent
6e1d976a48
commit
d0b63f6ae3
1 file changed
+35
-28
@@ -411,13 +411,14 @@ void WrappedOpenGL::glProgramUniform1i(GLuint program, GLint location, GLint v0)
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if(m_State == WRITING_CAPFRAME)
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{
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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m_ContextRecord->AddChunk(scope.Get());
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}
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else
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{
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m_ContextRecord->AddChunk(scope.Get());
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// TODO grab this at capture time as initial state for program resources
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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}
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}
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}
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@@ -433,13 +434,14 @@ void WrappedOpenGL::glProgramUniform1iv(GLuint program, GLint location, GLsizei
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if(m_State == WRITING_CAPFRAME)
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{
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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m_ContextRecord->AddChunk(scope.Get());
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}
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else
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{
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m_ContextRecord->AddChunk(scope.Get());
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// TODO grab this at capture time as initial state for program resources
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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}
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}
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}
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@@ -455,13 +457,14 @@ void WrappedOpenGL::glProgramUniform1fv(GLuint program, GLint location, GLsizei
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if(m_State == WRITING_CAPFRAME)
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{
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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m_ContextRecord->AddChunk(scope.Get());
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}
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else
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{
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m_ContextRecord->AddChunk(scope.Get());
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// TODO grab this at capture time as initial state for program resources
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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}
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}
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}
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@@ -477,13 +480,14 @@ void WrappedOpenGL::glProgramUniform1uiv(GLuint program, GLint location, GLsizei
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if(m_State == WRITING_CAPFRAME)
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{
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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m_ContextRecord->AddChunk(scope.Get());
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}
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else
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{
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m_ContextRecord->AddChunk(scope.Get());
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// TODO grab this at capture time as initial state for program resources
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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}
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}
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}
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@@ -499,13 +503,14 @@ void WrappedOpenGL::glProgramUniform2fv(GLuint program, GLint location, GLsizei
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if(m_State == WRITING_CAPFRAME)
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{
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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m_ContextRecord->AddChunk(scope.Get());
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}
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else
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{
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m_ContextRecord->AddChunk(scope.Get());
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// TODO grab this at capture time as initial state for program resources
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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}
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}
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}
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@@ -521,13 +526,14 @@ void WrappedOpenGL::glProgramUniform3fv(GLuint program, GLint location, GLsizei
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if(m_State == WRITING_CAPFRAME)
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{
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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m_ContextRecord->AddChunk(scope.Get());
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}
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else
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{
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m_ContextRecord->AddChunk(scope.Get());
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// TODO grab this at capture time as initial state for program resources
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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}
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}
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}
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@@ -543,13 +549,14 @@ void WrappedOpenGL::glProgramUniform4fv(GLuint program, GLint location, GLsizei
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if(m_State == WRITING_CAPFRAME)
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{
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m_ContextRecord->AddChunk(scope.Get());
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}
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else
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{
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// TODO grab this at capture time as initial state for program resources
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GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ProgramRes(program));
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RDCASSERT(record);
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record->AddChunk(scope.Get());
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}
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else
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{
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m_ContextRecord->AddChunk(scope.Get());
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}
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}
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}
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