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devlog
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---
To be able to replay the trace proper lifetime management should
be employed. Right now release calls are omited. Should omit AddRef also.
All the objects for a trace can be created beforehand.
Only Map/Unmap, UpdateSubresource and Drawcalls should be replayed.
Need to generate classification and reflection mechanism.
First step is to change:
getInterface<ID3D11Device>(0x0000025D7C250F70)->CreateBuffer(...);
Into this:
ID3D11Device_CreateBuffer(getInterface<ID3D11Device>(0x0000025D7C250F70), ...);
Inside this wrapper, some dependency calculation could be done.
Substitute device and swapchain in the stream
160k lines take too long to compile
Remove useless functions
Improve compile time:
split source and table
Wrapper function:
check arguments
add dependency information
marshall arguments
validate result
Improve debugging:
lifetime checks
return code checks
out of bound access for serialized data
nested pointer checks for serialized data
clang tool can provide info on nested data structures
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b30dcba
---
Next commit:
Omit from cppgen: - soon all adapter functions will be removed
AddRef
ClearState
Flush
SetFullscreenState
CheckFeatureSupport
GetDisplayModeList
ResizeBuffers
Fix for(int i ... ) -> for(uint32_t i ...)
Change .SysMemSlicePitch -> desc->Height * pSubres[subresId].SysMemPitch
Is it right?
Proper handling of ClearRenderTargetView
Blob alignment
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0f742c3
---
Next commit:
Split sources
Dump to ./cppdump
Change desc->Height * pSubres[subresId].SysMemPitch -> resourceSize
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a476fb6
---
Next commit:
A couple of fixes for release build
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227b3dc
---
Next commit:
blob write statistics
Map/Unmap optimization
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