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https://github.com/baldurk/renderdoc.git
synced 2026-09-21 05:05:44 +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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@@ -110,13 +110,13 @@ bool Following::operator==(const Following &o)
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return Type == o.Type && Stage == o.Stage && index == o.index && arrayEl == o.arrayEl;
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}
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void Following::GetDrawContext(ICaptureContext &ctx, bool ©, bool &clear, bool &compute)
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void Following::GetActionContext(ICaptureContext &ctx, bool ©, bool &clear, bool &compute)
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{
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const DrawcallDescription *curDraw = ctx.CurDrawcall();
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copy = curDraw != NULL &&
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(curDraw->flags & (DrawFlags::Copy | DrawFlags::Resolve | DrawFlags::Present));
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clear = curDraw != NULL && (curDraw->flags & DrawFlags::Clear);
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compute = curDraw != NULL && (curDraw->flags & DrawFlags::Dispatch) &&
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const ActionDescription *curAction = ctx.CurAction();
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copy = curAction != NULL &&
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(curAction->flags & (ActionFlags::Copy | ActionFlags::Resolve | ActionFlags::Present));
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clear = curAction != NULL && (curAction->flags & ActionFlags::Clear);
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compute = curAction != NULL && (curAction->flags & ActionFlags::Dispatch) &&
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ctx.CurPipelineState().GetShader(ShaderStage::Compute) != ResourceId();
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}
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@@ -201,13 +201,13 @@ BoundResource Following::GetBoundResource(ICaptureContext &ctx, int arrayIdx)
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rdcarray<BoundResource> Following::GetOutputTargets(ICaptureContext &ctx)
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{
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const DrawcallDescription *curDraw = ctx.CurDrawcall();
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const ActionDescription *curAction = ctx.CurAction();
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bool copy = false, clear = false, compute = false;
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GetDrawContext(ctx, copy, clear, compute);
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GetActionContext(ctx, copy, clear, compute);
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if(copy || clear)
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{
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return {BoundResource(curDraw->copyDestination, curDraw->copyDestinationSubresource)};
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return {BoundResource(curAction->copyDestination, curAction->copyDestinationSubresource)};
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}
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else if(compute)
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{
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@@ -217,10 +217,10 @@ rdcarray<BoundResource> Following::GetOutputTargets(ICaptureContext &ctx)
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{
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rdcarray<BoundResource> ret = ctx.CurPipelineState().GetOutputTargets();
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if(ret.isEmpty() && curDraw != NULL && (curDraw->flags & DrawFlags::Present))
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if(ret.isEmpty() && curAction != NULL && (curAction->flags & ActionFlags::Present))
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{
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if(curDraw->copyDestination != ResourceId())
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return {BoundResource(curDraw->copyDestination, curDraw->copyDestinationSubresource)};
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if(curAction->copyDestination != ResourceId())
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return {BoundResource(curAction->copyDestination, curAction->copyDestinationSubresource)};
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for(const TextureDescription &tex : ctx.GetTextures())
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{
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@@ -236,7 +236,7 @@ rdcarray<BoundResource> Following::GetOutputTargets(ICaptureContext &ctx)
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BoundResource Following::GetDepthTarget(ICaptureContext &ctx)
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{
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bool copy = false, clear = false, compute = false;
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GetDrawContext(ctx, copy, clear, compute);
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GetActionContext(ctx, copy, clear, compute);
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if(copy || clear || compute)
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return BoundResource(ResourceId());
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@@ -248,7 +248,7 @@ rdcarray<BoundResourceArray> Following::GetReadWriteResources(ICaptureContext &c
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ShaderStage stage, bool onlyUsed)
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{
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bool copy = false, clear = false, compute = false;
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GetDrawContext(ctx, copy, clear, compute);
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GetActionContext(ctx, copy, clear, compute);
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if(copy || clear)
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{
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@@ -271,9 +271,9 @@ rdcarray<BoundResourceArray> Following::GetReadWriteResources(ICaptureContext &c
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rdcarray<BoundResourceArray> Following::GetReadOnlyResources(ICaptureContext &ctx,
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ShaderStage stage, bool onlyUsed)
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{
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const DrawcallDescription *curDraw = ctx.CurDrawcall();
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const ActionDescription *curAction = ctx.CurAction();
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bool copy = false, clear = false, compute = false;
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GetDrawContext(ctx, copy, clear, compute);
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GetActionContext(ctx, copy, clear, compute);
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if(copy || clear)
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{
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@@ -282,7 +282,7 @@ rdcarray<BoundResourceArray> Following::GetReadOnlyResources(ICaptureContext &ct
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// only return copy source for one stage
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if(copy && stage == ShaderStage::Pixel)
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ret.push_back(BoundResourceArray(
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Bindpoint(0, 0), {BoundResource(curDraw->copySource, curDraw->copySourceSubresource)}));
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Bindpoint(0, 0), {BoundResource(curAction->copySource, curAction->copySourceSubresource)}));
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return ret;
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}
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@@ -303,7 +303,7 @@ rdcarray<BoundResourceArray> Following::GetReadOnlyResources(ICaptureContext &ct
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const ShaderReflection *Following::GetReflection(ICaptureContext &ctx, ShaderStage stage)
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{
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bool copy = false, clear = false, compute = false;
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GetDrawContext(ctx, copy, clear, compute);
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GetActionContext(ctx, copy, clear, compute);
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if(copy || clear)
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return NULL;
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@@ -321,7 +321,7 @@ const ShaderReflection *Following::GetReflection(ICaptureContext &ctx)
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const ShaderBindpointMapping &Following::GetMapping(ICaptureContext &ctx, ShaderStage stage)
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{
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bool copy = false, clear = false, compute = false;
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GetDrawContext(ctx, copy, clear, compute);
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GetActionContext(ctx, copy, clear, compute);
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if(copy || clear)
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{
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@@ -393,7 +393,7 @@ void TextureViewer::UI_UpdateCachedTexture()
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Pixel);
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if(!m_Ctx.CurDrawcall() || !(m_Ctx.CurDrawcall()->flags & DrawFlags::Drawcall))
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if(!m_Ctx.CurAction() || !(m_Ctx.CurAction()->flags & ActionFlags::Drawcall))
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{
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ui->debugPixelContext->setEnabled(false);
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ui->debugPixelContext->setToolTip(tr("No draw call selected"));
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@@ -1242,7 +1242,7 @@ void TextureViewer::UI_UpdateTextureDetails()
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ui->texStatusFormat->setText(status);
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}
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void TextureViewer::UI_OnTextureSelectionChanged(bool newdraw)
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void TextureViewer::UI_OnTextureSelectionChanged(bool newAction)
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{
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TextureDescription *texptr = GetCurrentTexture();
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@@ -1423,8 +1423,8 @@ void TextureViewer::UI_OnTextureSelectionChanged(bool newdraw)
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{
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int highestMip = -1;
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// only switch to the selected mip for outputs, and when changing drawcall
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if(!currentTextureIsLocked() && m_Following.Type != FollowType::ReadOnly && (newdraw || newtex))
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// only switch to the selected mip for outputs, and when changing action
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if(!currentTextureIsLocked() && m_Following.Type != FollowType::ReadOnly && (newAction || newtex))
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highestMip = m_Following.GetHighestMip(m_Ctx);
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// assuming we get a valid mip for the highest mip, only switch to it
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@@ -1447,8 +1447,8 @@ void TextureViewer::UI_OnTextureSelectionChanged(bool newdraw)
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{
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int firstArraySlice = -1;
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// only switch to the selected mip for outputs, and when changing drawcall
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if(!currentTextureIsLocked() && m_Following.Type != FollowType::ReadOnly && (newdraw || newtex))
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// only switch to the selected mip for outputs, and when changing action
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if(!currentTextureIsLocked() && m_Following.Type != FollowType::ReadOnly && (newAction || newtex))
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firstArraySlice = m_Following.GetFirstArraySlice(m_Ctx);
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// see above with highestMip and prevHighestMip for the logic behind this
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@@ -3101,7 +3101,7 @@ void TextureViewer::OnCaptureClosed()
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void TextureViewer::OnEventChanged(uint32_t eventId)
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{
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bool copy = false, clear = false, compute = false;
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Following::GetDrawContext(m_Ctx, copy, clear, compute);
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Following::GetActionContext(m_Ctx, copy, clear, compute);
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ShaderStage stages[] = {ShaderStage::Vertex, ShaderStage::Hull, ShaderStage::Domain,
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ShaderStage::Geometry, ShaderStage::Pixel};
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