win-capture: Capture all D3D12 backbuffers

D3D12 capture does not take in to account when multiple backbuffers are
in used.  With previous versions of Direct3D there was no need to do
this, but with D3D12 you must explicitly capture each specific
backbuffer currently in use.
This commit is contained in:
jp9000
2016-12-23 01:45:31 -08:00
parent fb60a5f1e9
commit 3b5a30ce97
5 changed files with 112 additions and 46 deletions

View File

@@ -813,7 +813,7 @@ static inline void d3d11_shmem_capture(ID3D11Resource *backbuffer)
data.cur_tex = next_tex;
}
void d3d11_capture(void *swap_ptr, void *backbuffer_ptr)
void d3d11_capture(void *swap_ptr, void *backbuffer_ptr, bool)
{
IDXGIResource *dxgi_backbuffer = (IDXGIResource*)backbuffer_ptr;
IDXGISwapChain *swap = (IDXGISwapChain*)swap_ptr;