mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
Add simple way to add debug annotation in the middle of the command stream. Vulkan-only.
This commit is contained in:
parent
61e7c3e62c
commit
4d1da5859c
@ -1579,6 +1579,15 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case VKRRenderCommand::DEBUG_ANNOTATION:
|
||||
if (vulkan_->Extensions().EXT_debug_utils) {
|
||||
VkDebugUtilsLabelEXT labelInfo{ VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT };
|
||||
labelInfo.pLabelName = c.debugAnnotation.annotation;
|
||||
vkCmdInsertDebugUtilsLabelEXT(cmd, &labelInfo);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
ERROR_LOG(G3D, "Unimpl queue command");
|
||||
}
|
||||
|
@ -38,6 +38,7 @@ enum class VKRRenderCommand : uint8_t {
|
||||
DRAW_INDEXED,
|
||||
PUSH_CONSTANTS,
|
||||
SELF_DEPENDENCY_BARRIER,
|
||||
DEBUG_ANNOTATION,
|
||||
NUM_RENDER_COMMANDS,
|
||||
};
|
||||
|
||||
@ -136,6 +137,9 @@ struct VkRenderData {
|
||||
uint8_t size;
|
||||
uint8_t data[40]; // Should be enough for now.
|
||||
} push;
|
||||
struct {
|
||||
const char *annotation;
|
||||
} debugAnnotation;
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -429,6 +429,13 @@ public:
|
||||
curRenderStep_->render.numDraws++;
|
||||
}
|
||||
|
||||
// These can be useful both when inspecting in RenderDoc, and when manually inspecting recorded commands
|
||||
// in the debugger.
|
||||
void DebugAnnotate(const char *annotation) {
|
||||
VkRenderData data{ VKRRenderCommand::DEBUG_ANNOTATION };
|
||||
data.debugAnnotation.annotation = annotation;
|
||||
}
|
||||
|
||||
VkCommandBuffer GetInitCmd();
|
||||
|
||||
// Gets a frame-unique ID of the current step being recorded. Can be used to figure out
|
||||
|
@ -367,6 +367,8 @@ public:
|
||||
VKContext(VulkanContext *vulkan);
|
||||
virtual ~VKContext();
|
||||
|
||||
void DebugAnnotate(const char *annotation) override;
|
||||
|
||||
const DeviceCaps &GetDeviceCaps() const override {
|
||||
return caps_;
|
||||
}
|
||||
@ -1010,6 +1012,8 @@ VkDescriptorSet VKContext::GetOrCreateDescriptorSet(VkBuffer buf) {
|
||||
return VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
vulkan_->SetDebugName(descSet, VK_OBJECT_TYPE_DESCRIPTOR_SET, "(thin3d desc set)");
|
||||
|
||||
VkDescriptorBufferInfo bufferDesc;
|
||||
bufferDesc.buffer = buf;
|
||||
bufferDesc.offset = 0;
|
||||
@ -1651,4 +1655,8 @@ uint64_t VKContext::GetNativeObject(NativeObject obj, void *srcObject) {
|
||||
}
|
||||
}
|
||||
|
||||
void VKContext::DebugAnnotate(const char *annotation) {
|
||||
renderManager_.DebugAnnotate(annotation);
|
||||
}
|
||||
|
||||
} // namespace Draw
|
||||
|
@ -616,6 +616,8 @@ public:
|
||||
|
||||
virtual void SetErrorCallback(ErrorCallbackFn callback, void *userdata) {}
|
||||
|
||||
virtual void DebugAnnotate(const char *annotation) {}
|
||||
|
||||
// Partial pipeline state, used to create pipelines. (in practice, in d3d11 they'll use the native state objects directly).
|
||||
// TODO: Possibly ditch these and just put the descs directly in PipelineDesc since only D3D11 benefits.
|
||||
virtual DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) = 0;
|
||||
|
@ -120,8 +120,9 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
|
||||
bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
|
||||
|
||||
const char *shading = "";
|
||||
if (compat.glslES30 || compat.shaderLanguage == ShaderLanguage::GLSL_VULKAN)
|
||||
if (compat.glslES30 || compat.shaderLanguage == ShaderLanguage::GLSL_VULKAN) {
|
||||
shading = doFlatShading ? "flat" : "";
|
||||
}
|
||||
|
||||
bool useDiscardStencilBugWorkaround = id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user