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* All renderdoc code up to this point was written by me, history is available by request
82 lines
4.9 KiB
XML
82 lines
4.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<topic id="745E3EB5-EB29-4010-BBAB-B11282F4380C" revisionNumber="1">
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<developerConceptualDocument xmlns="http://ddue.schemas.microsoft.com/authoring/2003/5" xmlns:xlink="http://www.w3.org/1999/xlink">
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<introduction>
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<autoOutline />
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<para>The timeline bar shows an alternate view of the scene to the
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<link xlink:href="16D2B42E-65B0-40D1-AB91-AD2B156F5DA0" />. Displaying the scene with
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time running as the horizontal axis, although it does not show each section in size
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relative to its timing.</para>
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</introduction>
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<section address="intro">
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<title>Introduction</title>
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<content>
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<para>The timeline bar shows the scene horizontally with the hierarchical frame
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markers being expandable from top to bottom.</para>
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<para>This alternate view can be a useful way to get an overview of the whole frame,
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allowing you to jump around very different parts of the frame.</para>
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<para>Given that the timeline bar shows the whole frame it also provides a secondary
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function of showing dependencies in a global way. For whichever texture is currently
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selected in the texture viewer, the timeline bar shows reads and writes to that texture
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throughout the frame. This can be especially useful for render targets that are used
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in both ways, as well as simply to see where a given texture is used in a frame
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without laboriously searching.</para>
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<mediaLink>
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<caption placement="after" lead="Timeline Bar">The timeline bar showing a birds-eye view of a typical application.</caption>
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<image xlink:href="TimelineBar"/>
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</mediaLink>
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</content>
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</section>
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<section address="display">
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<title>Timeline Display</title>
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<content>
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<para>By default the timeline bar views the whole frame, but with the mouse wheel
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you can zoom in and out. When zoomed in, you can scroll through the frame with
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the horizontal scroll bar.</para>
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<para>The timeline bar sizes the sections that it contains to try and make the
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frame markers as visible as possible. This attempts to keep the frame browsable
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for as long as possible, such that small sections (in time or number of events)
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are still visible rather than being crushed to tiny bars.</para>
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<para>For this reason the timeline can resize itself when bars are expanded,
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as this can reveal new sections which must be allocated enough room. When there
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is slack space to be allocated it is given to the sections which have more events
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than others.</para>
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<para>Underneath expanded sections, a blue pip is rendered for each drawcall-type
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event. The currently selected event is shown as a green pip, as well as there being
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a light grey vertical line to indicate the current position, such that this is visible
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even when the relevant section is not expanded.</para>
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<para>Clicking on any section will toggle it between expanded and unexpanded, and
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any sections underneath a section which is collapsed will remain in their previous state
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but will not be visible.</para>
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<para>Left clicking on the timeline will jump to the event underneath that point
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on the horizontal display.</para>
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</content>
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</section>
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<section address="usage">
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<title>Resource usage Display</title>
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<content>
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<para>The timeline bar also shows the usage of the currently displayed texture.</para>
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<para>Whichever texture is currently displayed in the <link xlink:href="2c540574-0b81-4a40-8119-ba0283fddf41" />
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(whether that be a currently bound texture, or a locked tab) will have its usage
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laid out across the frame on the timeline bar.</para>
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<para>If your textures have their names annotated you will see which texture is being
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inspected in the label for the usage bar.</para>
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<para>A green arrow will be drawn under each pip that reads from the texture. If the pips
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are too close together to resolve the arrow, the arrows will stay distinct and lose the
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1:1 association with event pips.</para>
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<para>Similarly, a purple arrow will be drawn under pips where the event writes to the
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texture. In the case that a resource is bound such that it can be read or written,
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the arrow will be half-green, half-purple.</para>
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<para>Clear calls will be shown with a light grey.</para>
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<para>In cases where the arrows are too close together to show distinctly, they
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will not all draw. To see exactly what usage is happening you can zoom into the context
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around that area of the frame.</para>
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<mediaLink>
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<caption placement="after" lead="Resource Usage">The usage bar showing reads and writes to a texture.</caption>
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<image xlink:href="ResourceUsage"/>
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</mediaLink>
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</content>
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</section>
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</developerConceptualDocument>
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</topic>
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