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Implement replay-side resource tracking for OpenGL
* This means that the timeline bar will show use as read/write/clear etc and that right clicking on textures in the texture viewer will show the events where that texture is used for rendering, for reading, and so on.
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@@ -3051,9 +3051,9 @@ namespace renderdocui.Windows
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ToolStripItem item = null;
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if (start == end)
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item = new ToolStripLabel("EID " + start + ": " + usage.Str());
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item = new ToolStripLabel("EID " + start + ": " + usage.Str(m_Core.APIProps.pipelineType));
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else
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item = new ToolStripLabel("EID " + start + "-" + end + ": " + usage.Str());
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item = new ToolStripLabel("EID " + start + "-" + end + ": " + usage.Str(m_Core.APIProps.pipelineType));
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item.Click += new EventHandler(resourceContextItem_Click);
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item.Tag = end;
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@@ -3091,7 +3091,7 @@ namespace renderdocui.Windows
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{
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uint start = 0;
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uint end = 0;
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ResourceUsage us = ResourceUsage.IA_IB;
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ResourceUsage us = ResourceUsage.IndexBuffer;
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foreach (var u in usage)
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{
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@@ -620,8 +620,9 @@ namespace renderdocui.Windows
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if (u.eventID == s.draws[d].eventID)
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{
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// read/write
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if (u.usage == ResourceUsage.CS_UAV ||
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u.usage == ResourceUsage.PS_UAV ||
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if (
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((int)u.usage >= (int)ResourceUsage.VS_RWResource &&
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(int)u.usage <= (int)ResourceUsage.CS_RWResource) ||
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u.usage == ResourceUsage.GenMips ||
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u.usage == ResourceUsage.Copy ||
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u.usage == ResourceUsage.Resolve)
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@@ -632,8 +633,8 @@ namespace renderdocui.Windows
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}
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// write
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else if (u.usage == ResourceUsage.SO ||
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u.usage == ResourceUsage.OM_DSV ||
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u.usage == ResourceUsage.OM_RTV ||
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u.usage == ResourceUsage.DepthStencilTarget ||
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u.usage == ResourceUsage.ColourTarget ||
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u.usage == ResourceUsage.CopyDst ||
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u.usage == ResourceUsage.ResolveDst)
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{
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