Added some exe-friendly debug marker region colors
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6529667ea6
commit
286c801230
1 changed files with 13 additions and 11 deletions
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@ -489,7 +489,7 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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// Start a new debug marker region
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DebugMarker::beginRegion(offScreenCmdBuffer, "Off-screen scene rendering", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
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DebugMarker::beginRegion(offScreenCmdBuffer, "Off-screen scene rendering", glm::vec4(1.0f, 0.78f, 0.05f, 1.0f));
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VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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@ -787,7 +787,7 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Start a new debug marker region
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DebugMarker::beginRegion(drawCmdBuffers[i], "Render scene", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
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DebugMarker::beginRegion(drawCmdBuffers[i], "Render scene", glm::vec4(0.5f, 0.76f, 0.34f, 1.0f));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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@ -802,7 +802,7 @@ public:
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// Solid rendering
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// Start a new debug marker region
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DebugMarker::beginRegion(drawCmdBuffers[i], "Toon shading draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
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DebugMarker::beginRegion(drawCmdBuffers[i], "Toon shading draw", glm::vec4(0.78f, 0.74f, 0.9f, 1.0f));
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toonshading);
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scene.draw(drawCmdBuffers[i]);
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@ -813,7 +813,7 @@ public:
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if (wireframe)
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{
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// Insert debug marker
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DebugMarker::beginRegion(drawCmdBuffers[i], "Wireframe draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
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DebugMarker::beginRegion(drawCmdBuffers[i], "Wireframe draw", glm::vec4(0.53f, 0.78f, 0.91f, 1.0f));
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scissor.offset.x = width / 2;
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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@ -831,7 +831,7 @@ public:
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// Post processing
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if (glow)
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{
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DebugMarker::beginRegion(drawCmdBuffers[i], "Apply post processing", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
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DebugMarker::beginRegion(drawCmdBuffers[i], "Apply post processing", glm::vec4(0.93f, 0.89f, 0.69f, 1.0f));
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postprocess);
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// Full screen quad is generated by the vertex shaders, so we reuse four vertices (for four invocations) from current vertex buffer
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@ -1096,12 +1096,14 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.postprocess));
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// Name shader moduels for debugging
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading vertex shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[1], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading fragment shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[2], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only vertex shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[3], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only fragment shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[4], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess vertex shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[5], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess fragment shader");
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// Shader module count starts at 2 when text overlay in base class is enabled
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uint32_t moduleIndex = enableTextOverlay ? 2 : 0;
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading vertex shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 1], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Toon shading fragment shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 2], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only vertex shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 3], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Color-only fragment shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 4], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess vertex shader");
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DebugMarker::setObjectName(device, (uint64_t)shaderModules[moduleIndex + 5], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Postprocess fragment shader");
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// Name pipelines for debugging
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DebugMarker::setObjectName(device, (uint64_t)pipelines.toonshading, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Toon shading pipeline");
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