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Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for historical reasons 'drawcall' has been the accepted term, even though that can be quite confusing when a dispatch or a copy is a 'drawcall'. * This is particularly highlighted by the event browser filters where $draw() includes draws and dispatches, but $dispatch() only includes dispatches, it's hard to intuitively understand why $draw() matches all of these calls. * As a result we've defined the term 'action' to cover these types of events in the same way that we defined 'event' in the first place to mean a single atomic API call.
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@@ -43,7 +43,7 @@ Once we have the :py:class:`~renderdoc.WindowingData`, we can create a :py:class
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# Create a texture output on the window
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out = controller.CreateOutput(windata, rd.ReplayOutputType.Texture)
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In order to iterate over all drawcalls we need some global state first from :py:meth:`~renderdoc.ReplayController.GetTextures` and :py:meth:`~renderdoc.ReplayController.GetDrawcalls`, and we'll also define a helper function to fetch a particular texture by resourceId, so that we can easily look up the details for a texture.
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In order to iterate over all actions we need some global state first from :py:meth:`~renderdoc.ReplayController.GetTextures` and :py:meth:`~renderdoc.ReplayController.GetRootActions`, and we'll also define a helper function to fetch a particular texture by resourceId, so that we can easily look up the details for a texture.
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.. highlight:: python
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.. code:: python
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@@ -51,8 +51,8 @@ In order to iterate over all drawcalls we need some global state first from :py:
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# Fetch the list of textures
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textures = controller.GetTextures()
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# Fetch the list of drawcalls
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draws = controller.GetDrawcalls()
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# Fetch the list of actions
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actions = controller.GetRootActions()
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# Function to look up the texture descriptor for a given resourceId
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def getTexture(texid):
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@@ -62,7 +62,7 @@ In order to iterate over all drawcalls we need some global state first from :py:
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return tex
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return None
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We now define two callback functions - ``paint`` and ``advance``. ``paint`` will be called every 33ms, it will display the output with the latest state using :py:meth:`~renderdoc.ReplayOutput.Display`. ``advance`` changes the current state to reflect a new drawcall.
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We now define two callback functions - ``paint`` and ``advance``. ``paint`` will be called every 33ms, it will display the output with the latest state using :py:meth:`~renderdoc.ReplayOutput.Display`. ``advance`` changes the current state to reflect a new action.
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.. highlight:: python
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.. code:: python
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@@ -73,48 +73,60 @@ We now define two callback functions - ``paint`` and ``advance``. ``paint`` will
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out.Display()
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window.after(33, paint)
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Within ``advance`` we do a few things. First we move the current event to the current drawcall's ``eventId``, using :py:meth:`~renderdoc.ReplayController.SetFrameEvent`. Then we set up the texture display configuration with :py:meth:`~renderdoc.ReplayOutput.SetTextureDisplay`, to point to the first colour output at that drawcall.
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Within ``advance`` we do a few things. First we move the current event to the current action's ``eventId``, using :py:meth:`~renderdoc.ReplayController.SetFrameEvent`. Then we set up the texture display configuration with :py:meth:`~renderdoc.ReplayOutput.SetTextureDisplay`, to point to the first colour output at that action.
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When we update to a new texture, we fetch its details using our earlier ``getTexture`` and calculate a scale that keeps the texture fully visible on screen.
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Finally we move to the next drawcall in the list for the next time ``advance`` is called.
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Finally we move to the next action in the list for the next time ``advance`` is called.
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.. highlight:: python
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.. code:: python
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# Start on the first drawcall
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curdraw = 0
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# Start on the first action
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curact = actions[0]
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loopcount = 0
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# The advance function will be called every 150ms, to move to the next draw
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# The advance function will be called every 50ms, to move to the next action
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def advance():
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global out, window, curdraw
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# Move to the current drawcall
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controller.SetFrameEvent(draws[curdraw].eventId, False)
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global out, window, curact, actions, loopcount
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# Move to the current action
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controller.SetFrameEvent(curact.eventId, False)
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# Initialise a default TextureDisplay object
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disp = rd.TextureDisplay()
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# Set the first colour output as the texture to display
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disp.resourceId = draws[curdraw].outputs[0]
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# Get the details of this texture
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texDetails = getTexture(disp.resourceId)
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# Calculate the scale required in width and height
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widthScale = window.winfo_width() / texDetails.width
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heightScale = window.winfo_height() / texDetails.height
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# Use the lower scale to fit the texture on the window
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disp.scale = min(widthScale, heightScale)
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# Update the texture display
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out.SetTextureDisplay(disp)
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# Set the next drawcall
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curdraw = (curdraw + 1) % len(draws)
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window.after(150, advance)
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disp.resourceId = curact.outputs[0]
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if disp.resourceId != rd.ResourceId.Null():
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# Get the details of this texture
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texDetails = getTexture(disp.resourceId)
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# Calculate the scale required in width and height
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widthScale = window.winfo_width() / texDetails.width
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heightScale = window.winfo_height() / texDetails.height
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# Use the lower scale to fit the texture on the window
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disp.scale = min(widthScale, heightScale)
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# Update the texture display
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out.SetTextureDisplay(disp)
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# Set the next action
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curact = curact.next
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# If we have no next action, start again from the first
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if curact is None:
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loopcount = loopcount + 1
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curact = actions[0]
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# after 3 loops, quit
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if loopcount == 3:
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window.quit()
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else:
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window.after(50, advance)
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Once we have the callbacks defined, we call them once to initialise the display and set up the repeated callbacks, and start the tkinter main window loop.
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