Rename 'name' member of ActionDescription to 'customName'

* This is a deliberate break of compatibility since the field is now often
  empty, for non-markers. This means code will get a more explicit error when
  the name is being referenced, so it can be updated to fetch the name it needs
  as needed.
This commit is contained in:
baldurk
2021-06-24 15:10:02 +01:00
parent 7149302680
commit d0accc409b
36 changed files with 373 additions and 275 deletions
@@ -62,7 +62,7 @@ def sampleCode(controller):
val = r.value.u64
if val == 0:
print("EID %d '%s' had no samples pass depth/stencil test!" % (r.eventId, draw.name))
print("EID %d '%s' had no samples pass depth/stencil test!" % (r.eventId, draw.GetName(controller.GetStructuredFile())))
def loadCapture(filename):
# Open a capture file handle
@@ -54,7 +54,7 @@ Once we have the list of :py:class:`~renderdoc.CounterResult` from sampling the
val = r.value.u64
if val == 0:
print("EID %d '%s' had no samples pass depth/stencil test!" % (r.eventId, draw.name))
print("EID %d '%s' had no samples pass depth/stencil test!" % (r.eventId, draw.GetName(controller.GetStructuredFile())))
Example Source
--------------
@@ -109,11 +109,11 @@ Sample output:
Counter 13 (CS Invocations):
Number of times a compute shader was invoked.
Returns 8 byte CompType.UInt, representing CounterUnit.Absolute
EID 69 'DrawIndexed(5580)' had no samples pass depth/stencil test!
EID 82 'DrawIndexed(5580)' had no samples pass depth/stencil test!
EID 95 'DrawIndexed(5580)' had no samples pass depth/stencil test!
EID 108 'DrawIndexed(5580)' had no samples pass depth/stencil test!
EID 199 'DrawIndexed(5220)' had no samples pass depth/stencil test!
EID 212 'DrawIndexed(5220)' had no samples pass depth/stencil test!
EID 225 'DrawIndexed(5220)' had no samples pass depth/stencil test!
EID 238 'DrawIndexed(5220)' had no samples pass depth/stencil test!
EID 69 'DrawIndexed()' had no samples pass depth/stencil test!
EID 82 'DrawIndexed()' had no samples pass depth/stencil test!
EID 95 'DrawIndexed()' had no samples pass depth/stencil test!
EID 108 'DrawIndexed()' had no samples pass depth/stencil test!
EID 199 'DrawIndexed()' had no samples pass depth/stencil test!
EID 212 'DrawIndexed()' had no samples pass depth/stencil test!
EID 225 'DrawIndexed()' had no samples pass depth/stencil test!
EID 238 'DrawIndexed()' had no samples pass depth/stencil test!
@@ -10,7 +10,7 @@ rd = renderdoc
# Define a recursive function for iterating over actions
def iterAction(d, indent = ''):
# Print this action
print('%s%d: %s' % (indent, d.eventId, d.name))
print('%s%d: %s' % (indent, d.eventId, d.GetName(controller.GetStructuredFile())))
# Iterate over the action's children
for d in d.children:
@@ -35,7 +35,7 @@ def sampleCode(controller):
# starting clear calls that may be batched together
inpass = False
print("Pass #0 starts with %d: %s" % (action.eventId, action.name))
print("Pass #0 starts with %d: %s" % (action.eventId, action.GetName(controller.GetStructuredFile())))
while action != None:
# When we encounter a clear
@@ -43,7 +43,7 @@ def sampleCode(controller):
if inpass:
print("Pass #%d contained %d actions" % (passnum, passcontents))
passnum += 1
print("Pass #%d starts with %d: %s" % (passnum, action.eventId, action.name))
print("Pass #%d starts with %d: %s" % (passnum, action.eventId, action.GetName(controller.GetStructuredFile())))
passcontents = 0
inpass = False
else:
@@ -25,81 +25,137 @@ Sample output:
.. sourcecode:: text
1: Scene
2: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 1.000000)
3: ClearDepthStencilView(D=1.000000, S=00)
9: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 0.000000)
10: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 0.000000)
11: ClearDepthStencilView(D=1.000000, S=00)
13: GBuffer
28: DrawIndexed(4800)
43: DrawIndexed(36)
56: DrawIndexed(5220)
69: DrawIndexed(5580)
82: DrawIndexed(5580)
95: DrawIndexed(5580)
108: DrawIndexed(5580)
121: DrawIndexed(5580)
134: DrawIndexed(5580)
147: DrawIndexed(5580)
160: DrawIndexed(5580)
173: DrawIndexed(5580)
186: DrawIndexed(5580)
199: DrawIndexed(5220)
212: DrawIndexed(5220)
225: DrawIndexed(5220)
238: DrawIndexed(5220)
251: DrawIndexed(5220)
264: DrawIndexed(5220)
277: DrawIndexed(5220)
290: DrawIndexed(5220)
303: DrawIndexed(5220)
316: DrawIndexed(5220)
319: ClearDepthStencilView(D=1.000000, S=00)
321: Shadowmap
333: DrawIndexed(4800)
345: DrawIndexed(36)
355: DrawIndexed(5220)
365: DrawIndexed(5580)
375: DrawIndexed(5580)
385: DrawIndexed(5580)
395: DrawIndexed(5580)
405: DrawIndexed(5580)
415: DrawIndexed(5580)
425: DrawIndexed(5580)
435: DrawIndexed(5580)
445: DrawIndexed(5580)
455: DrawIndexed(5580)
465: DrawIndexed(5220)
475: DrawIndexed(5220)
485: DrawIndexed(5220)
495: DrawIndexed(5220)
505: DrawIndexed(5220)
515: DrawIndexed(5220)
525: DrawIndexed(5220)
535: DrawIndexed(5220)
545: DrawIndexed(5220)
555: DrawIndexed(5220)
558: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 1.000000)
559: ClearDepthStencilView(D=1.000000, S=00)
561: Lighting
563: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 0.000000)
564: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 0.000000)
580: DrawIndexed(36)
597: DrawIndexed(36)
614: DrawIndexed(36)
617: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 1.000000)
618: ClearDepthStencilView(D=1.000000, S=00)
620: Shading
630: Draw(6)
645: DrawIndexed(960)
652: API Calls
655: End of Frame
Pass #0 starts with 2: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 1.000000)
Pass #0 contained 24 actions
Pass #1 starts with 319: ClearDepthStencilView(D=1.000000, S=00)
Pass #1 contained 24 actions
Pass #2 starts with 558: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 1.000000)
2: ID3D11DeviceContext::ClearRenderTargetView()
3: ID3D11DeviceContext::ClearDepthStencilView()
9: ID3D11DeviceContext::ClearRenderTargetView()
10: ID3D11DeviceContext::ClearRenderTargetView()
11: ID3D11DeviceContext::ClearDepthStencilView()
13: GBuffer
25: Floor
28: ID3D11DeviceContext::DrawIndexed()
29: empty label
30: ID3DUserDefinedAnnotation::EndEvent()
40: Base
43: ID3D11DeviceContext::DrawIndexed()
53: Center sphere
56: ID3D11DeviceContext::DrawIndexed()
66: Cone
69: ID3D11DeviceContext::DrawIndexed()
79: Cone
82: ID3D11DeviceContext::DrawIndexed()
92: Cone
95: ID3D11DeviceContext::DrawIndexed()
105: Cone
108: ID3D11DeviceContext::DrawIndexed()
118: Cone
121: ID3D11DeviceContext::DrawIndexed()
131: Cone
134: ID3D11DeviceContext::DrawIndexed()
144: Cone
147: ID3D11DeviceContext::DrawIndexed()
157: Cone
160: ID3D11DeviceContext::DrawIndexed()
170: Cone
173: ID3D11DeviceContext::DrawIndexed()
183: Cone
186: ID3D11DeviceContext::DrawIndexed()
196: Sphere
199: ID3D11DeviceContext::DrawIndexed()
209: Sphere
212: ID3D11DeviceContext::DrawIndexed()
222: Sphere
225: ID3D11DeviceContext::DrawIndexed()
235: Sphere
238: ID3D11DeviceContext::DrawIndexed()
248: Sphere
251: ID3D11DeviceContext::DrawIndexed()
261: Sphere
264: ID3D11DeviceContext::DrawIndexed()
274: Sphere
277: ID3D11DeviceContext::DrawIndexed()
287: Sphere
290: ID3D11DeviceContext::DrawIndexed()
300: Sphere
303: ID3D11DeviceContext::DrawIndexed()
313: Sphere
316: ID3D11DeviceContext::DrawIndexed()
317: ID3DUserDefinedAnnotation::EndEvent()
319: ID3D11DeviceContext::ClearDepthStencilView()
321: Shadowmap
330: Floor
333: ID3D11DeviceContext::DrawIndexed()
334: empty label
335: ID3DUserDefinedAnnotation::EndEvent()
342: Base
345: ID3D11DeviceContext::DrawIndexed()
352: Center sphere
355: ID3D11DeviceContext::DrawIndexed()
362: Cone
365: ID3D11DeviceContext::DrawIndexed()
372: Cone
375: ID3D11DeviceContext::DrawIndexed()
382: Cone
385: ID3D11DeviceContext::DrawIndexed()
392: Cone
395: ID3D11DeviceContext::DrawIndexed()
402: Cone
405: ID3D11DeviceContext::DrawIndexed()
412: Cone
415: ID3D11DeviceContext::DrawIndexed()
422: Cone
425: ID3D11DeviceContext::DrawIndexed()
432: Cone
435: ID3D11DeviceContext::DrawIndexed()
442: Cone
445: ID3D11DeviceContext::DrawIndexed()
452: Cone
455: ID3D11DeviceContext::DrawIndexed()
462: Sphere
465: ID3D11DeviceContext::DrawIndexed()
472: Sphere
475: ID3D11DeviceContext::DrawIndexed()
482: Sphere
485: ID3D11DeviceContext::DrawIndexed()
492: Sphere
495: ID3D11DeviceContext::DrawIndexed()
502: Sphere
505: ID3D11DeviceContext::DrawIndexed()
512: Sphere
515: ID3D11DeviceContext::DrawIndexed()
522: Sphere
525: ID3D11DeviceContext::DrawIndexed()
532: Sphere
535: ID3D11DeviceContext::DrawIndexed()
542: Sphere
545: ID3D11DeviceContext::DrawIndexed()
552: Sphere
555: ID3D11DeviceContext::DrawIndexed()
556: ID3DUserDefinedAnnotation::EndEvent()
558: ID3D11DeviceContext::ClearRenderTargetView()
559: ID3D11DeviceContext::ClearDepthStencilView()
561: Lighting
563: ID3D11DeviceContext::ClearRenderTargetView()
564: ID3D11DeviceContext::ClearRenderTargetView()
566: Point light
580: ID3D11DeviceContext::DrawIndexed()
581: Sun light
597: ID3D11DeviceContext::DrawIndexed()
600: Cube light
614: ID3D11DeviceContext::DrawIndexed()
615: ID3DUserDefinedAnnotation::EndEvent()
617: ID3D11DeviceContext::ClearRenderTargetView()
618: ID3D11DeviceContext::ClearDepthStencilView()
620: Shading
630: ID3D11DeviceContext::Draw()
645: ID3D11DeviceContext::DrawIndexed()
652: ID3DUserDefinedAnnotation::EndEvent()
653: ID3DUserDefinedAnnotation::EndEvent()
654: Present(ResourceId::47)
Pass #0 starts with 2: ID3D11DeviceContext::ClearRenderTargetView()
Pass #0 contained 23 actions
Pass #1 starts with 319: ID3D11DeviceContext::ClearDepthStencilView()
Pass #1 contained 23 actions
Pass #2 starts with 558: ID3D11DeviceContext::ClearRenderTargetView()
Pass #2 contained 3 actions
Pass #3 starts with 617: ClearRenderTargetView(0.000000, 0.000000, 0.000000, 1.000000)
Pass #3 contained 4 actions
Pass #3 starts with 617: ID3D11DeviceContext::ClearRenderTargetView()
Pass #3 contained 3 actions