Create public CBuffers during capture, as they're needed for MSAA2Array

This commit is contained in:
baldurk
2018-02-02 14:03:46 +00:00
parent b1dbab6ce1
commit efb0143333
+5 -5
View File
@@ -155,6 +155,11 @@ void D3D11DebugManager::InitCommonResources()
displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
MSArrayCopyVS = shaderCache->MakeVShader(displayhlsl.c_str(), "RENDERDOC_FullscreenVS", "vs_4_0");
for(int i = 0; i < ARRAY_COUNT(PublicCBuffers); i++)
PublicCBuffers[i] = MakeCBuffer(sizeof(float) * 4 * 100);
publicCBufIdx = 0;
}
void D3D11DebugManager::InitReplayResources()
@@ -163,11 +168,6 @@ void D3D11DebugManager::InitReplayResources()
HRESULT hr = S_OK;
for(int i = 0; i < ARRAY_COUNT(PublicCBuffers); i++)
PublicCBuffers[i] = MakeCBuffer(sizeof(float) * 4 * 100);
publicCBufIdx = 0;
{
std::string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
displayhlsl += GetEmbeddedResource(debugcommon_hlsl);