added debug label scopes and pipeline creation helpers

This commit is contained in:
myT 2024-03-29 02:38:29 +01:00
parent f4833d9c61
commit 490617de7a
13 changed files with 85 additions and 164 deletions

View File

@ -128,33 +128,21 @@ void AccumDepthOfField::Init()
{
{
GraphicsPipelineDesc desc("DOF Accumulate");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_accum_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_accum_ps));
desc.AddRenderTarget(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE, crp.renderTargetFormat);
accumPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("DOF Normalize");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_norm_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_norm_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
normPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("DOF Debug");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_debug_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_debug_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
debugPipeline = CreateGraphicsPipeline(desc);
}

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@ -143,59 +143,22 @@ void GatherDepthOfField::Init()
tileTextureWidth = (uint32_t)(glConfig.vidWidth + 15) / 16;
tileTextureHeight = (uint32_t)(glConfig.vidHeight + 15) / 16;
{
ComputePipelineDesc desc("DOF split");
desc.shortLifeTime = true;
desc.shader = ShaderByteCode(g_split_cs);
splitPipeline = CreateComputePipeline(desc);
}
{
ComputePipelineDesc desc("DOF near CoC tile generation");
desc.shortLifeTime = true;
desc.shader = ShaderByteCode(g_coc_tile_gen_cs);
nearCocTileGenPipeline = CreateComputePipeline(desc);
}
{
ComputePipelineDesc desc("DOF near CoC tile dilation");
desc.shortLifeTime = true;
desc.shader = ShaderByteCode(g_coc_tile_max_cs);
nearCocTileMaxPipeline = CreateComputePipeline(desc);
}
{
ComputePipelineDesc desc("DOF blur");
desc.shortLifeTime = true;
desc.shader = ShaderByteCode(g_blur_cs);
blurPipeline = CreateComputePipeline(desc);
}
{
ComputePipelineDesc desc("DOF fill");
desc.shortLifeTime = true;
desc.shader = ShaderByteCode(g_fill_cs);
fillPipeline = CreateComputePipeline(desc);
}
splitPipeline = CreateComputePipeline("DOF split", ShaderByteCode(g_split_cs));
nearCocTileGenPipeline = CreateComputePipeline("DOF near CoC tile generation", ShaderByteCode(g_coc_tile_gen_cs));
nearCocTileMaxPipeline = CreateComputePipeline("DOF near CoC tile dilation", ShaderByteCode(g_coc_tile_max_cs));
blurPipeline = CreateComputePipeline("DOF blur", ShaderByteCode(g_blur_cs));
fillPipeline = CreateComputePipeline("DOF fill", ShaderByteCode(g_fill_cs));
{
GraphicsPipelineDesc desc("DOF combine");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_combine_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_combine_ps));
desc.AddRenderTarget(0, renderTargetFormat);
combinePipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("DOF viz");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_debug_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_debug_ps));
desc.AddRenderTarget(0, renderTargetFormat);
debugPipeline = CreateGraphicsPipeline(desc);
}
@ -244,6 +207,8 @@ void GatherDepthOfField::Draw()
return;
}
SCOPED_RENDER_PASS("Gather DOF", 0.125f, 0.125f, 0.25f);
DrawSplit();
DrawNearCocTileGen();
DrawNearCocTileMax();
@ -260,7 +225,7 @@ void GatherDepthOfField::DrawDebug()
return;
}
SCOPED_RENDER_PASS("DOF Debug", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("DOF Debug", 0.125f, 0.125f, 0.25f);
crp.SwapRenderTargets();
@ -289,7 +254,7 @@ void GatherDepthOfField::DrawDebug()
void GatherDepthOfField::DrawSplit()
{
SCOPED_RENDER_PASS("DOF Split", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("DOF Split", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(crp.depthTexture, ResourceStates::ComputeShaderAccessBit);
@ -321,7 +286,7 @@ void GatherDepthOfField::DrawSplit()
void GatherDepthOfField::DrawNearCocTileGen()
{
SCOPED_RENDER_PASS("DOF Tile Gen", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("DOF Tile Gen", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(nearCocTexture, ResourceStates::ComputeShaderAccessBit);
@ -339,7 +304,7 @@ void GatherDepthOfField::DrawNearCocTileGen()
void GatherDepthOfField::DrawNearCocTileMax()
{
SCOPED_RENDER_PASS("DOF Tile Max", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("DOF Tile Max", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(nearCocTileTexture, ResourceStates::ComputeShaderAccessBit);
@ -358,7 +323,7 @@ void GatherDepthOfField::DrawNearCocTileMax()
void GatherDepthOfField::DrawBlur()
{
SCOPED_RENDER_PASS("DOF Blur", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("DOF Blur", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(crp.renderTarget, ResourceStates::ComputeShaderAccessBit);
@ -392,7 +357,7 @@ void GatherDepthOfField::DrawBlur()
void GatherDepthOfField::DrawFill()
{
SCOPED_RENDER_PASS("DOF Fill", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("DOF Fill", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(nearBlurTexture, ResourceStates::ComputeShaderAccessBit);
@ -415,7 +380,7 @@ void GatherDepthOfField::DrawFill()
void GatherDepthOfField::DrawCombine()
{
SCOPED_RENDER_PASS("DOF Combine", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("DOF Combine", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(nearColorTexture, ResourceStates::PixelShaderAccessBit);

View File

@ -52,22 +52,14 @@ void DynamicLights::Init()
{
GraphicsPipelineDesc desc("Dynamic Lights");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_dl_draw_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_dl_draw_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("Dynamic Lights Denoising");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_dl_denoising_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_dl_denoising_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
denoisingPipeline = CreateGraphicsPipeline(desc);
}
@ -95,7 +87,7 @@ void DynamicLights::Draw()
srp.renderMode = RenderMode::None;
{
SCOPED_RENDER_PASS("Dynamic Lights", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("DL Draw", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
@ -114,7 +106,7 @@ void DynamicLights::Draw()
}
{
SCOPED_RENDER_PASS("DL Denoising", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("DL Denoise", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);

View File

@ -63,44 +63,28 @@ void GBufferViz::Init()
{
{
GraphicsPipelineDesc desc("G-Buffer Depth");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_gbufferviz_depth_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_gbufferviz_depth_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
linearizeDepthPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("G-Buffer Normal");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_gbufferviz_normal_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_gbufferviz_normal_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
decodeNormalsPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("G-Buffer Position");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_gbufferviz_position_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_gbufferviz_position_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
decodeShadingPositionPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("G-Buffer Motion");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_gbufferviz_motion_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_gbufferviz_motion_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
motionVectorPipeline = CreateGraphicsPipeline(desc);
}
@ -121,7 +105,7 @@ void GBufferViz::DrawGUI()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Debug Depth", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("Debug Depth", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
@ -144,7 +128,7 @@ void GBufferViz::DrawGUI()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Debug Normal", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("Debug Normal", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
@ -165,7 +149,7 @@ void GBufferViz::DrawGUI()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Debug Position", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("Debug Position", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
@ -193,7 +177,7 @@ void GBufferViz::DrawGUI()
crp.motionVectorTexture :
crp.motionVectorMBTexture;
SCOPED_RENDER_PASS("Debug Motion", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("Debug Motion", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);

View File

@ -561,4 +561,7 @@ struct CRP : IRenderPipeline
GBufferViz gbufferViz;
};
HPipeline CreateComputePipeline(const char* name, const ShaderByteCode& shader);
void MakeFullScreenPipeline(GraphicsPipelineDesc& desc, const ShaderByteCode& pixelShader);
extern CRP crp;

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@ -44,11 +44,7 @@ struct MagnifierRC
void Magnifier::Init()
{
GraphicsPipelineDesc desc("Magnifier");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_magnifier_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_magnifier_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}

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@ -246,6 +246,22 @@ static HTexture LoadTexture(const char* name, int flags, textureWrap_t glWrapCla
return image->texture;
}
HPipeline CreateComputePipeline(const char* name, const ShaderByteCode& shader)
{
ComputePipelineDesc desc(name);
desc.shortLifeTime = true;
desc.shader = shader;
return CreateComputePipeline(desc);
}
void MakeFullScreenPipeline(GraphicsPipelineDesc& desc, const ShaderByteCode& pixelShader)
{
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = pixelShader;
desc.SetPostProcessState();
}
void PSOCache::Init(Entry* entries_, uint32_t maxEntryCount_)
{
@ -485,11 +501,7 @@ void CRP::Init()
{
GraphicsPipelineDesc desc("blit LDR");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_blit_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_blit_ps));
desc.AddRenderTarget(0, TextureFormat::R8G8B8A8_UNorm);
blitPipelineLDR = CreateGraphicsPipeline(desc);
desc.name = "blit HDR";
@ -609,7 +621,7 @@ void CRP::EndFrame()
void CRP::Blit(HTexture destination, HTexture source, const char* passName, bool hdr, const vec2_t tcScale, const vec2_t tcBias)
{
SCOPED_RENDER_PASS(passName, 0.125f, 0.125f, 0.5f);
SCOPED_DEBUG_LABEL(passName, 0.125f, 0.125f, 0.5f);
CmdBeginBarrier();
CmdTextureBarrier(source, ResourceStates::PixelShaderAccessBit);
@ -909,7 +921,7 @@ void CRP::UploadSceneViewData()
return;
}
SCOPED_RENDER_PASS("Scene View Upload", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("Scene View Upload", 1.0f, 1.0f, 1.0f);
const trRefdef_t& refdef = backEnd.refdef;
const viewParms_t& vp = backEnd.viewParms;

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@ -70,36 +70,17 @@ void MotionBlur::Init()
{
GraphicsPipelineDesc desc("MBlur velocity/depth packing");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_pack_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_pack_ps));
desc.AddRenderTarget(0, TextureFormat::R32G32_UInt);
packPipeline = CreateGraphicsPipeline(desc);
}
{
ComputePipelineDesc desc("MBlur tile generation");
desc.shortLifeTime = true;
desc.shader = ShaderByteCode(g_tile_gen_cs);
tileGenPipeline = CreateComputePipeline(desc);
}
{
ComputePipelineDesc desc("MBlur tile dilation");
desc.shortLifeTime = true;
desc.shader = ShaderByteCode(g_tile_max_cs);
tileMaxPipeline = CreateComputePipeline(desc);
}
tileGenPipeline = CreateComputePipeline("MBlur tile generation", ShaderByteCode(g_tile_gen_cs));
tileMaxPipeline = CreateComputePipeline("MBlur tile dilation", ShaderByteCode(g_tile_max_cs));
{
GraphicsPipelineDesc desc("MBlur reconstruction filter");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_blur_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_blur_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
blurPipeline = CreateGraphicsPipeline(desc);
}
@ -136,6 +117,8 @@ void MotionBlur::Draw()
return;
}
SCOPED_RENDER_PASS("Motion Blur", 0.125f, 0.125f, 0.25f);
DrawPack();
DrawTileGen();
DrawTileMax();
@ -144,7 +127,7 @@ void MotionBlur::Draw()
void MotionBlur::DrawPack()
{
SCOPED_RENDER_PASS("MBlur Pack", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("MBlur Pack", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(crp.motionVectorMBTexture, ResourceStates::PixelShaderAccessBit);
@ -164,7 +147,7 @@ void MotionBlur::DrawPack()
void MotionBlur::DrawTileGen()
{
SCOPED_RENDER_PASS("MBlur Tile Gen", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("MBlur Tile Gen", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(packedTexture, ResourceStates::ComputeShaderAccessBit);
@ -182,7 +165,7 @@ void MotionBlur::DrawTileGen()
void MotionBlur::DrawTileMax()
{
SCOPED_RENDER_PASS("MBlur Tile Max", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("MBlur Tile Max", 0.125f, 0.125f, 0.25f);
CmdBeginBarrier();
CmdTextureBarrier(tileTexture, ResourceStates::ComputeShaderAccessBit);
@ -201,7 +184,7 @@ void MotionBlur::DrawTileMax()
void MotionBlur::DrawBlur()
{
SCOPED_RENDER_PASS("MBlur Blur", 0.125f, 0.125f, 0.25f);
SCOPED_DEBUG_LABEL("MBlur Blur", 0.125f, 0.125f, 0.25f);
crp.SwapRenderTargets();

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@ -147,11 +147,7 @@ void Prepass::Init()
{
GraphicsPipelineDesc desc("Skybox Motion Vectors");
desc.shortLifeTime = true;
desc.vertexShader.Set(g_fullscreen_vs);
desc.pixelShader.Set(g_skybox_motion_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_skybox_motion_ps));
desc.AddRenderTarget(0, TextureFormat::R16G16_Float);
skyboxMotionPipeline = CreateGraphicsPipeline(desc);
}

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@ -53,22 +53,14 @@ void ToneMap::Init()
{
{
GraphicsPipelineDesc desc("Tone Map");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_tone_map_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_tone_map_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("Inverse Tone Map");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_tone_map_inverse_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_tone_map_inverse_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}
@ -78,7 +70,7 @@ void ToneMap::DrawToneMap()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Tone Map", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("Tone Map", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
@ -106,7 +98,7 @@ void ToneMap::DrawInverseToneMap()
{
srp.renderMode = RenderMode::None;
SCOPED_RENDER_PASS("Inverse Tone Map", 1.0f, 1.0f, 1.0f);
SCOPED_DEBUG_LABEL("Inverse Tone Map", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);

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@ -49,11 +49,7 @@ struct TranspResolveRC
void TranspResolve::Init()
{
GraphicsPipelineDesc desc("OIT Resolve");
desc.shortLifeTime = true;
desc.vertexShader = ShaderByteCode(g_fullscreen_vs);
desc.pixelShader = ShaderByteCode(g_transp_resolve_ps);
desc.depthStencil.DisableDepth();
desc.rasterizer.cullMode = CT_TWO_SIDED;
MakeFullScreenPipeline(desc, ShaderByteCode(g_transp_resolve_ps));
desc.AddRenderTarget(0, crp.renderTargetFormat);
pipeline = CreateGraphicsPipeline(desc);
}

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@ -167,7 +167,7 @@ void ImGUI::Draw(HTexture renderTarget)
return;
}
SCOPED_RENDER_PASS("Dear ImGUI", 0.5f, 0.5f, 1.0f);
SCOPED_DEBUG_LABEL("Dear ImGUI", 0.5f, 0.5f, 1.0f);
FrameResources* fr = &frameResources[GetFrameIndex()];

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@ -402,7 +402,21 @@ struct ScopedRenderPass
uint32_t index;
};
struct ScopedDebugLabel
{
ScopedDebugLabel(const char* name, float r, float g, float b)
{
CmdBeginDebugLabel(name, r, g, b);
}
~ScopedDebugLabel()
{
CmdEndDebugLabel();
}
};
#define SCOPED_RENDER_PASS(Name, R, G, B) ScopedRenderPass CONCAT(rp_, __LINE__)(Name, R, G, B)
#define SCOPED_DEBUG_LABEL(Name, R, G, B) ScopedDebugLabel CONCAT(rp_, __LINE__)(Name, R, G, B)
#define BASE_SAMPLER_COUNT ((int)(TW_COUNT * TextureFilter::Count * MaxTextureMips))