Fetch pipeline state after replaying current draw, not before

* The drawcall may modify some pipeline state - e.g. we want to fetch
  append/consume counter values after the draw to be consistent with the
  rest of the UI, and if the draw is a renderpass boundary we want to
  fetch the bindings after the renderpass has started, not before.
This commit is contained in:
baldurk
2017-03-07 14:14:03 +00:00
parent 901c0ace7f
commit e946e9a4bb
+2 -2
View File
@@ -172,12 +172,12 @@ bool ReplayRenderer::SetFrameEvent(uint32_t eventID, bool force)
m_pDevice->ReplayLog(eventID, eReplay_WithoutDraw);
FetchPipelineState();
for(size_t i = 0; i < m_Outputs.size(); i++)
m_Outputs[i]->SetFrameEvent(eventID);
m_pDevice->ReplayLog(eventID, eReplay_OnlyDraw);
FetchPipelineState();
}
return true;