From e946e9a4bbd88f9624b248b68febfefe04f66fa5 Mon Sep 17 00:00:00 2001 From: baldurk Date: Tue, 7 Mar 2017 14:14:03 +0000 Subject: [PATCH] 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. --- renderdoc/replay/replay_renderer.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/renderdoc/replay/replay_renderer.cpp b/renderdoc/replay/replay_renderer.cpp index 385f7f0a3..271afa329 100644 --- a/renderdoc/replay/replay_renderer.cpp +++ b/renderdoc/replay/replay_renderer.cpp @@ -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;