Adding object debug naming

This commit is contained in:
Dynamitos
2024-01-31 14:05:36 +01:00
parent 567c3014b1
commit d903689435
7 changed files with 53 additions and 10 deletions
@@ -49,7 +49,7 @@ void LightCullingPass::render()
{
oLightIndexCounter->pipelineBarrier(
Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
@@ -58,7 +58,7 @@ void LightCullingPass::render()
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
tLightIndexCounter->pipelineBarrier(
Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
tLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
@@ -82,6 +82,7 @@ void LightCullingPass::render()
computeCommand->bindDescriptor({ viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet() });
computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
Array<Gfx::PComputeCommand> commands = {computeCommand};
std::cout << "Execute" << std::endl;
graphics->executeCommands(commands);
//std::cout << "LightCulling render()" << std::endl;
//co_return;
@@ -156,8 +157,10 @@ void LightCullingPass::publishOutputs()
},
.numElements = 1,
.dynamic = true,
//.name = "oLightIndexCounter",
};
oLightIndexCounter = graphics->createShaderBuffer(structInfo);
//structInfo.name = "tLightIndexCounter";
tLightIndexCounter = graphics->createShaderBuffer(structInfo);
structInfo = {
.sourceData = {
@@ -169,8 +172,10 @@ void LightCullingPass::publishOutputs()
.owner = Gfx::QueueType::COMPUTE
},
.dynamic = false,
//.name = "oLightIndexList",
};
oLightIndexList = graphics->createShaderBuffer(structInfo);
//structInfo.name = "tLightIndexList";
tLightIndexList = graphics->createShaderBuffer(structInfo);
resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);