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https://github.com/baldurk/renderdoc.git
synced 2026-07-15 12:07:03 +00:00
Generalise progress tracking to allow multiple progress updates
* We track the progress through making a capture as well as the progress we already tracked loading a capture. * Also incidentally fix a copy-paste bug that was calculating the wrong progress for loading captures by applying FileInitialRead instead of FrameEventsRead for the frame replay.
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@@ -110,7 +110,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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RDCEraseEl(m_TileMinMaxPipe);
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RDCEraseEl(m_HistogramPipe);
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.0f);
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RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.0f);
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m_pFactory = NULL;
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@@ -281,7 +281,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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m_DebugList->Close();
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}
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.2f);
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RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.2f);
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// create fixed samplers, point and linear
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D3D12_CPU_DESCRIPTOR_HANDLE samp;
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@@ -310,7 +310,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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m_RingConstantBuffer = MakeCBuffer(bufsize);
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m_RingConstantOffset = 0;
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.4f);
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RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.4f);
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bool success = LoadShaderCache("d3d12shaders.cache", m_ShaderCacheMagic, m_ShaderCacheVersion,
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m_ShaderCache, ShaderCache12Callbacks);
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@@ -525,7 +525,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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SAFE_RELEASE(root);
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.6f);
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RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.6f);
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc;
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RDCEraseEl(pipeDesc);
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@@ -703,7 +703,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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histogramhlsl += GetEmbeddedResource(debugcommon_hlsl);
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histogramhlsl += GetEmbeddedResource(histogram_hlsl);
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.7f);
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RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.7f);
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D3D12_COMPUTE_PIPELINE_STATE_DESC compPipeDesc;
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RDCEraseEl(compPipeDesc);
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@@ -986,7 +986,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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m_WrappedDevice->CreateUnorderedAccessView(m_MinMaxResultBuffer, NULL, &tileDesc, uav);
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}
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.8f);
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RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.8f);
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// font rendering
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{
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@@ -1262,7 +1262,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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SAFE_RELEASE(TextPS);
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}
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RenderDoc::Inst().SetProgress(DebugManagerInit, 1.0f);
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RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 1.0f);
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m_CacheShaders = false;
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}
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