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Fix incorrect loop over counters
* This issue was causing additional entries to counter result data leading to incorrect display in the perfcounter viewer.
This commit is contained in:
committed by
Baldur Karlsson
parent
40268d344d
commit
f679592add
@@ -628,14 +628,14 @@ vector<CounterResult> D3D12Replay::FetchCounters(const vector<GPUCounter> &count
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occlusion++;
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}
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for(size_t c = 0; c < counters.size(); c++)
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for(size_t c = 0; c < d3dCounters.size(); c++)
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{
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CounterResult result;
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result.eventId = cb.m_Results[i].first;
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result.counter = counters[c];
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result.counter = d3dCounters[c];
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switch(counters[c])
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switch(d3dCounters[c])
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{
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case GPUCounter::EventGPUDuration:
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{
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