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Use separate texture compression context for saving traces.
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c2dd3913d7
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@ -7001,15 +7001,18 @@ void Worker::Write( FileWrite& f )
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f.Write( &sz, sizeof( sz ) );
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f.Write( &sz, sizeof( sz ) );
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if( sz != 0 ) f.Write( m_data.appInfo.data(), sizeof( m_data.appInfo[0] ) * sz );
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if( sz != 0 ) f.Write( m_data.appInfo.data(), sizeof( m_data.appInfo[0] ) * sz );
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sz = m_data.frameImage.size();
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f.Write( &sz, sizeof( sz ) );
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for( auto& fi : m_data.frameImage )
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{
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{
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f.Write( &fi->w, sizeof( fi->w ) );
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TextureCompression texcomp;
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f.Write( &fi->h, sizeof( fi->h ) );
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sz = m_data.frameImage.size();
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f.Write( &fi->flip, sizeof( fi->flip ) );
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f.Write( &sz, sizeof( sz ) );
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const auto image = m_texcomp.Unpack( *fi );
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for( auto& fi : m_data.frameImage )
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f.Write( image, fi->w * fi->h / 2 );
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{
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f.Write( &fi->w, sizeof( fi->w ) );
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f.Write( &fi->h, sizeof( fi->h ) );
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f.Write( &fi->flip, sizeof( fi->flip ) );
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const auto image = texcomp.Unpack( *fi );
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f.Write( image, fi->w * fi->h / 2 );
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}
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}
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}
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// Only save context switches relevant to active threads.
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// Only save context switches relevant to active threads.
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