[D3D12] Make trace dump partially work
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@@ -167,14 +167,23 @@ void TracePlayer::PlayTraceOnThread(const uint8_t* trace_data,
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}
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break;
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}
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case TraceCommandType::kMemoryRead:
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case TraceCommandType::kMemoryWrite: {
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case TraceCommandType::kMemoryRead: {
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auto cmd = reinterpret_cast<const MemoryCommand*>(trace_ptr);
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trace_ptr += sizeof(*cmd);
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DecompressMemory(cmd->encoding_format, trace_ptr, cmd->encoded_length,
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memory->TranslatePhysical(cmd->base_ptr),
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cmd->decoded_length);
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trace_ptr += cmd->encoded_length;
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command_processor->TracePlaybackWroteMemory(cmd->base_ptr,
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cmd->decoded_length);
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break;
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}
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case TraceCommandType::kMemoryWrite: {
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auto cmd = reinterpret_cast<const MemoryCommand*>(trace_ptr);
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trace_ptr += sizeof(*cmd);
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// ?
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// Assuming the command processor will do the same write.
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trace_ptr += cmd->encoded_length;
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break;
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}
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case TraceCommandType::kEvent: {
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