Fix shader editing check for replay pipelines/programs

This commit is contained in:
Jake Turner
2026-01-08 07:04:02 +13:00
parent 1e39c9951e
commit ee3b8cf76b
3 changed files with 3 additions and 3 deletions
+1 -1
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@@ -3640,7 +3640,7 @@ void D3D12Replay::RefreshDerivedReplacements()
ResourceId origsrcid = pipesrcid;
// only look at pipelines from the capture, no replay-time programs.
if(origsrcid == pipesrcid)
if(ResourceIDGen::IsReplayOnlyID(pipesrcid))
continue;
// if this pipeline has a replacement, remove it and delete the program generated for it
+1 -1
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@@ -1810,7 +1810,7 @@ void WrappedOpenGL::RefreshDerivedReplacements()
ResourceId origsrcid = progsrcid;
// only look at programs from the capture, no replay-time programs.
if(origsrcid == progsrcid)
if(ResourceIDGen::IsReplayOnlyID(progsrcid))
continue;
// skip glCreateShaderProgramv programs. We handled this above and we don't want to try and
+1 -1
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@@ -5271,7 +5271,7 @@ void VulkanReplay::RefreshDerivedReplacements()
ResourceId origsrcid = pipesrcid;
// only look at pipelines from the capture, no replay-time programs.
if(origsrcid == pipesrcid)
if(ResourceIDGen::IsReplayOnlyID(pipesrcid))
continue;
// if this pipeline has a replacement, remove it and delete the program generated for it