Added some exe-friendly debug marker region colors

This commit is contained in:
saschawillems 2016-05-28 11:28:55 +02:00
parent 6529667ea6
commit 286c801230

View file

@ -489,7 +489,7 @@ public:
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
// Start a new debug marker region
DebugMarker::beginRegion(offScreenCmdBuffer, "Off-screen scene rendering", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
DebugMarker::beginRegion(offScreenCmdBuffer, "Off-screen scene rendering", glm::vec4(1.0f, 0.78f, 0.05f, 1.0f));
VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
@ -787,7 +787,7 @@ public:
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
// Start a new debug marker region
DebugMarker::beginRegion(drawCmdBuffers[i], "Render scene", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
DebugMarker::beginRegion(drawCmdBuffers[i], "Render scene", glm::vec4(0.5f, 0.76f, 0.34f, 1.0f));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
@ -802,7 +802,7 @@ public:
// Solid rendering
// Start a new debug marker region
DebugMarker::beginRegion(drawCmdBuffers[i], "Toon shading draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
DebugMarker::beginRegion(drawCmdBuffers[i], "Toon shading draw", glm::vec4(0.78f, 0.74f, 0.9f, 1.0f));
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toonshading);
scene.draw(drawCmdBuffers[i]);
@ -813,7 +813,7 @@ public:
if (wireframe)
{
// Insert debug marker
DebugMarker::beginRegion(drawCmdBuffers[i], "Wireframe draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
DebugMarker::beginRegion(drawCmdBuffers[i], "Wireframe draw", glm::vec4(0.53f, 0.78f, 0.91f, 1.0f));
scissor.offset.x = width / 2;
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
@ -831,7 +831,7 @@ public:
// Post processing
if (glow)
{
DebugMarker::beginRegion(drawCmdBuffers[i], "Apply post processing", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
DebugMarker::beginRegion(drawCmdBuffers[i], "Apply post processing", glm::vec4(0.93f, 0.89f, 0.69f, 1.0f));
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postprocess);
// Full screen quad is generated by the vertex shaders, so we reuse four vertices (for four invocations) from current vertex buffer
@ -1096,12 +1096,14 @@ public:
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.postprocess));
// Name shader moduels for debugging
DebugMarker::setObjectName(device, (uint64_t)shaderModules[0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading vertex shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[1], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading fragment shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[2], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only vertex shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[3], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only fragment shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[4], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess vertex shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[5], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess fragment shader");
// Shader module count starts at 2 when text overlay in base class is enabled
uint32_t moduleIndex = enableTextOverlay ? 2 : 0;
DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading vertex shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 1], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading fragment shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 2], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only vertex shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 3], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only fragment shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 4], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess vertex shader");
DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 5], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess fragment shader");
// Name pipelines for debugging
DebugMarker::setObjectName(device, (uint64_t)pipelines.toonshading, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Toon shading pipeline");