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https://github.com/baldurk/renderdoc.git
synced 2026-09-23 14:15:42 +00:00
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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@@ -153,7 +153,7 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
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ui->pixel->setText(ToQStr(ShaderStage::Pixel, m_API));
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m_EID = m_Ctx.CurEvent();
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m_Drawcall = m_Ctx.GetDrawcall(m_EID);
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m_Action = m_Ctx.GetAction(m_EID);
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const PipeState &pipe = m_Ctx.CurPipelineState();
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@@ -187,7 +187,7 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
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m_debugDelegate = new ButtonDelegate(Icons::wrench(), this);
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if(m_Drawcall && (m_Drawcall->flags & DrawFlags::Dispatch))
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if(m_Action && (m_Action->flags & ActionFlags::Dispatch))
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{
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ui->stageFilters->hide();
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@@ -418,7 +418,7 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
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ui->label->setText(tr("Shader messages from @%1 - %2")
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.arg(m_EID)
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.arg(m_Drawcall ? m_Drawcall->name : rdcstr("Unknown draw")));
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.arg(m_Action ? m_Action->name : rdcstr("Unknown action")));
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setWindowTitle(tr("Shader messages at @%1").arg(m_EID));
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@@ -516,7 +516,7 @@ void ShaderMessageViewer::refreshMessages()
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{
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ShaderStageMask mask = ShaderStageMask::Compute;
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if(!m_Drawcall || !(m_Drawcall->flags & DrawFlags::Dispatch))
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if(!m_Action || !(m_Action->flags & ActionFlags::Dispatch))
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{
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mask = ShaderStageMask::Unknown;
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@@ -565,12 +565,12 @@ void ShaderMessageViewer::refreshMessages()
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}
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// only show the instance if the draw is actually instanced
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if(m_Drawcall && (m_Drawcall->flags & DrawFlags::Instanced) && m_Drawcall->numInstances > 1)
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if(m_Action && (m_Action->flags & ActionFlags::Instanced) && m_Action->numInstances > 1)
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{
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location += lit("Inst %1, ").arg(msg.location.vertex.instance);
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}
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if(m_Drawcall && (m_Drawcall->flags & DrawFlags::Indexed))
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if(m_Action && (m_Action->flags & ActionFlags::Indexed))
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{
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location += lit("Idx %1").arg(msg.location.vertex.vertexIndex);
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}
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