Slightly improve automagic pass markers

This commit is contained in:
baldurk
2016-01-06 23:50:45 +01:00
parent b4237f900c
commit f05b32afae
+3 -3
View File
@@ -321,13 +321,13 @@ namespace renderdocui.Code
for (int i = 1; i < draws.Length; i++)
{
if ((draws[refdraw].flags & (DrawcallFlags.Copy | DrawcallFlags.SetMarker)) > 0)
if ((draws[refdraw].flags & (DrawcallFlags.Copy | DrawcallFlags.Resolve | DrawcallFlags.SetMarker)) > 0)
{
refdraw = i;
continue;
}
if ((draws[i].flags & (DrawcallFlags.Copy | DrawcallFlags.SetMarker)) > 0)
if ((draws[i].flags & (DrawcallFlags.Copy | DrawcallFlags.Resolve | DrawcallFlags.SetMarker)) > 0)
continue;
if (PassEquivalent(draws[i], draws[refdraw]))
@@ -378,7 +378,7 @@ namespace renderdocui.Code
minOutCount = Math.Max(1, minOutCount);
if ((draws[end].flags & DrawcallFlags.Dispatch) != 0)
if ((draws[refdraw].flags & DrawcallFlags.Dispatch) != 0)
mark.name = String.Format("Compute Pass #{0}", computepassID++);
else if (maxOutCount == 0)
mark.name = String.Format("Depth-only Pass #{0}", depthpassID++);