From e57dcbb0638c016d3100ddee37557666985b48c1 Mon Sep 17 00:00:00 2001 From: Baldur Karlsson Date: Tue, 17 Jun 2014 16:06:34 +0100 Subject: [PATCH] Actually serialise out IDs for texture bindings instead of empty array. --- renderdoc/driver/gl/gl_renderstate.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/renderdoc/driver/gl/gl_renderstate.cpp b/renderdoc/driver/gl/gl_renderstate.cpp index dc7e14642..1b4a2e197 100644 --- a/renderdoc/driver/gl/gl_renderstate.cpp +++ b/renderdoc/driver/gl/gl_renderstate.cpp @@ -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);