{gfx,examples}: add labels to gpu objects
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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parent
2b8bfcaa3e
commit
bffc668005
10 changed files with 78 additions and 34 deletions
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@ -58,7 +58,9 @@ fn init(
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.targets = &.{color_target},
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});
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const label = @tagName(name) ++ ".init";
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const uniform_buffer = device.createBuffer(&.{
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.label = label ++ " uniform buffer",
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject) * uniform_offset * num_bind_groups,
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.mapped_at_creation = .false,
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@ -66,6 +68,7 @@ fn init(
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const bind_group_layout_entry = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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const bind_group_layout = device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.label = label,
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.entries = &.{bind_group_layout_entry},
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}),
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);
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@ -73,6 +76,7 @@ fn init(
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for (bind_groups, 0..) |_, i| {
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bind_groups[i] = device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.label = label,
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.layout = bind_group_layout,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniform_buffer, uniform_offset * i, @sizeOf(UniformBufferObject)),
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@ -83,9 +87,11 @@ fn init(
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
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const pipeline_layout = device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.label = label,
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.bind_group_layouts = &bind_group_layouts,
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}));
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState{
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@ -127,8 +133,10 @@ fn tick(
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.store_op = .store,
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};
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const encoder = device.createCommandEncoder(null);
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const label = @tagName(name) ++ ".tick";
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const encoder = device.createCommandEncoder(&.{ .label = label });
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.label = label,
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.color_attachments = &.{color_attachment},
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});
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@ -162,7 +170,7 @@ fn tick(
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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var command = encoder.finish(&.{ .label = label });
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encoder.release();
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renderer.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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