void CRenderCaptureDX::EndRender() { // send commands to the GPU queue auto deviceResources = DX::DeviceResources::Get(); deviceResources->FinishCommandList(); ID3D11DeviceContext* pContext = deviceResources->GetImmediateContext(); pContext->CopyResource(m_copyTex.Get(), m_renderTex.Get()); if (m_query) { pContext->End(m_query); } if (m_flags & CAPTUREFLAG_IMMEDIATELY) SurfaceToBuffer(); else SetState(CAPTURESTATE_NEEDSREADOUT); }
void FVulkanDevice::NotifyDeletedRenderTarget(const FVulkanTextureBase* Texture) { //#todo-rco: Loop through all contexts! GetImmediateContext().GetPendingState().NotifyDeletedRenderTarget(Texture); }