1. 01 Oct, 2020 1 commit
    • Vulkan:Add debug labels for OpenGL calls · 3705fc41
      Ian Elliott authored
      Implement the DebugAnnotatorVk class, and plumb the EVENT macro in the
      GL entrypoints to save a string of call info in the vector of all
      GL calls in ContextVk.
      
      Then add a vkCmdBeginDebugUtilsLabelEXT() call that includes the
      OpenGL draw/dispatch call prior to any Vulkan Draw or Dispatch calls.
      Also embedded under that label add a second
      vkCmdBeginDebugUtilsLabelEXT() call labeled "OpenGL Commands" that
      includes all of the OpenGL calls leading up to the draw/dispatch.
      Each individual OpenGL call is then given its own
      vkCmdBegin/EndDebugUtilsLabelEXT() pair so that the complete sequence
      of GL calls leading up to a draw call is visible for each Draw.
      
      Enable the OGL->VK mapping feature by setting
      "angle_enable_trace = true" in GN args.
      
      Note: This will create an ANGLE APK on Android that generally won't
      work with games, unless launched by AGI (which provides the debug
      utils extension).  A future version will disable these labels unless
      the debug utils extension is found.
      
      Bug: b/162068318
      Bug: b/169243237
      Change-Id: I09886f17fa9287528c12552698738ea1fe2a4b8c
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2427557
      Commit-Queue: Ian Elliott <ianelliott@google.com>
      Reviewed-by: 's avatarTim Van Patten <timvp@google.com>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarCourtney Goeltzenleuchter <courtneygo@google.com>
      Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>
  2. 30 Sep, 2020 15 commits
  3. 29 Sep, 2020 10 commits
  4. 28 Sep, 2020 8 commits
  5. 26 Sep, 2020 6 commits