Fix docs SetPrivateData example, add examples for GL/VK/D3D12. Refs #517

This commit is contained in:
baldurk
2017-02-21 12:14:31 +00:00
parent c141137a59
commit 730f23fc78
+44 -3
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@@ -8,7 +8,7 @@ Annotating resources with names
It is much easier to browse and debug frames when the resources are given meaningful names - along with including :doc:`debugging information in shaders <how_debug_shader>` and marking up the frame with :doc:`hierarchical user-defined regions <../window/event_browser>`.
The way this is done varies by API. In D3D11 the resource is named in this way:
The way this is done varies by API. In D3D11 the resource is named using the ``SetPrivateData`` function:
.. highlight:: c++
.. code:: c++
@@ -18,11 +18,52 @@ The way this is done varies by API. In D3D11 the resource is named in this way:
d3dDevice->CreateTexture2D(&descriptor, NULL, &tex2d);
// Give the buffer a useful name
tex2d->SetPrivateData(WKPDID_D3DDebugObjectName, "Example Texture", sizeof("Example Texture"));
tex2d->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof("Example Texture"), "Example Texture");
With D3D12 you can use the ``SetName`` function:
.. highlight:: c++
.. code:: c++
// Creating an example resource - a 2D Texture.
ID3D12Resource *tex2d = NULL;
d3dDevice->CreateCommittedResource(&heapProps, heapFlags, &descriptor, initState, &clearValue, __uuidof(ID3D12Resource), (void **)&tex2d);
// Give the buffer a useful name
tex2d->SetName(L"Example Texture");
In OpenGL this can be done with ``GL_KHR_debug`` - ``glObjectLabel``.
In Vulkan you can enable the ``VK_EXT_debug_marker`` extension, which is provided by RenderDoc, and use the ``vkDebugMarkerSetObjectName`` function.
.. highlight:: c++
.. code:: c++
// Creating an example resource - a 2D Texture.
GLuint tex2d = 0;
glGenTextures(1, &tex2d);
glBindTexture(GL_TEXTURE_2D, tex2d);
// apply the name, -1 means NULL terminated
glObjectLabel(GL_TEXTURE, tex2d, -1, "Example Texture");
In Vulkan you can enable the ``VK_EXT_debug_marker`` extension, which is provided by RenderDoc, and use the ``vkDebugMarkerSetObjectNameEXT`` function.
.. highlight:: c++
.. code:: c++
// At creation time, request the VK_EXT_debug_marker extension and
// use vkGetInstanceProcAddr to obtain vkDebugMarkerSetObjectNameEXT
// create the image
VkImage tex2d;
vkCreateImage(device, &createInfo, NULL, &tex2d);
// set the name
VkDebugMarkerObjectNameInfoEXT nameInfo = {};
nameInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_OBJECT_NAME_INFO_EXT;
nameInfo.objectType = VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT;
nameInfo.object = (uint64_t)tex2d; // this cast may vary by platform/compiler
nameInfo.pObjectName = "Example Texture";
vkDebugMarkerSetObjectNameEXT(device, &nameInfo);
When this texture is bound to the pipeline it will be listed like so: