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Updated comment to say that both OpenGL _and_ Direct3D11
don't need per-zone thread id.
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@ -5353,7 +5353,7 @@ void Worker::ProcessGpuZoneBeginImplCommon( GpuEvent* zone, const QueueGpuZoneBe
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}
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}
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else
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else
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{
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{
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// OpenGL doesn't need per-zone thread id. It still can be sent,
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// OpenGL and Direct3D11 doesn't need per-zone thread id. It still can be sent,
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// because it may be needed for callstack collection purposes.
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// because it may be needed for callstack collection purposes.
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zone->SetThread( 0 );
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zone->SetThread( 0 );
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ztid = 0;
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ztid = 0;
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