mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-12 21:10:42 +00:00
Actually serialise out IDs for texture bindings instead of empty array.
This commit is contained in:
@@ -246,10 +246,13 @@ void GLRenderState::Clear()
|
||||
void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
|
||||
{
|
||||
// TODO check GL_MAX_*
|
||||
|
||||
|
||||
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
|
||||
{
|
||||
ResourceId IDs[128];
|
||||
m_pSerialiser->Serialise<128>("GL_TEXTURE_BINDING_2D", IDs);
|
||||
ResourceId ID = ResourceId();
|
||||
if(state >= WRITING) ID = rm->GetID(TextureRes(Tex2D[i]));
|
||||
m_pSerialiser->Serialise("GL_TEXTURE_BINDING_2D", ID);
|
||||
if(state < WRITING && ID != ResourceId()) Tex2D[i] = rm->GetLiveResource(ID).name;
|
||||
}
|
||||
|
||||
m_pSerialiser->Serialise("GL_ACTIVE_TEXTURE", ActiveTexture);
|
||||
|
||||
Reference in New Issue
Block a user