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test2/source/blender/gpu/GPU_debug.hh

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C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Helpers for GPU / drawing debugging.
*
*
* GPU debug capture usage example:
*
* ### Instant frame capture. ###
*
* Will trigger a capture and load it inside RenderDoc or Xcode.
*
* \code
* #include "GPU_debug.hh"
*
* void render_function()
* {
* GPU_debug_capture_begin(__func__);
* // Draw-call submission goes here.
* GPU_debug_capture_end();
* }
* \endcode
*
* ### Capture scopes. ###
*
* Capture scope can be sprinkled around the codebase for easier selective capture.
*
* They are listed from inside Xcode (on Mac) when doing a Metal capture.
*
* OpenGL and Vulkan backend need to use the `--debug-gpu-scope-capture` launch argument to specify
* which scope to capture. Building with RenderDoc API support is required for this launch option
* to be available.
*
* They can be nested but only one can be captured at a time.
*
* \code
* #include "GPU_debug.hh"
*
* void render_function()
* {
* static gpu::DebugScope capture_scope = {"UniqueName"};
*
* // Manually triggered version, better for conditional capture.
* capture_scope.begin();
* // Draw-call submission goes here.
* capture_scope.end();
*
* {
* // Scoped version, better for complex control flow.
* static gpu::DebugScope capture_scope = {"AnotherUniqueName"};
* capture_scope.scoped_capture();
* // Draw-call submission goes here.
* }
* }
* \endcode
*/
#pragma once
#define GPU_DEBUG_SHADER_COMPILATION_GROUP "Shader Compilation"
void GPU_debug_group_begin(const char *name);
void GPU_debug_group_end();
/**
* Return a formatted string showing the current group hierarchy in this format:
* "Group1 > Group 2 > Group3 > ... > GroupN : "
*/
void GPU_debug_get_groups_names(int name_buf_len, char *r_name_buf);
/**
* Return true if inside a debug group with the same name.
*/
bool GPU_debug_group_match(const char *ref);
/**
* GPU Frame capture support.
*
* Allows instantaneous frame capture of GPU calls between begin/end.
*
* \param title: Optional title to set for the frame capture.
*/
void GPU_debug_capture_begin(const char *title);
void GPU_debug_capture_end();
/**
* GPU debug frame capture scopes.
*
* Allows creation of a GPU frame capture scope that define a region within which an external GPU
* Frame capture tool can perform a deferred capture of GPU API calls within the boundary upon user
* request.
*
* \param name: Unique name of capture scope displayed within capture tool.
* \return pointer wrapping an API-specific capture scope object.
* \note a capture scope should be created a single time and only used within one begin/end pair.
*/
void *GPU_debug_capture_scope_create(const char *name);
/**
* Used to declare the region within which GPU calls are captured when the scope is triggered.
*
* \param scope: Pointer to capture scope object created with GPU_debug_capture_scope_create.
* \return True if the capture tool is actively capturing this scope when function is executed.
* Otherwise, False.
*/
bool GPU_debug_capture_scope_begin(void *scope);
void GPU_debug_capture_scope_end(void *scope);
namespace blender::gpu {
/**
* Need to be declared as static with a unique identifier string.
*/
struct DebugScope {
void *scope;
DebugScope(const char *identifier)
{
scope = GPU_debug_capture_scope_create(identifier);
}
void begin_capture()
{
GPU_debug_capture_scope_begin(scope);
}
void end_capture()
{
GPU_debug_capture_scope_end(scope);
}
struct ScopedCapture {
void *scope;
ScopedCapture(void *scope) : scope(scope)
{
GPU_debug_capture_scope_begin(scope);
}
~ScopedCapture()
{
GPU_debug_capture_scope_end(scope);
}
};
/* Capture everything until the end of the scope. */
ScopedCapture scoped_capture()
{
return ScopedCapture(scope);
}
};
} // namespace blender::gpu