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Capturing creation calls? #17

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greggman opened this issue Nov 3, 2022 · 4 comments
Open

Capturing creation calls? #17

greggman opened this issue Nov 3, 2022 · 4 comments

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@greggman
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greggman commented Nov 3, 2022

I didn't look at the capture code to verify this but I changed basic-animated-triangles.html so it starts a capture before it makes any resources.

In the debugger I think I'd expect to see those calls device.createBuffer, device.createTexture.

Should that already be working?

I checked in the change if you want to try it.

@Kangz
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Kangz commented Nov 3, 2022

The buffers and textures created during the capture are part of the initial object list in the trace but the commands themselves don't have side effect aside from creating the object so they are not traced in "commands". We could add it, but what's the point of showing the "createTexture" call when you have the same data when inspecting the texture?

@greggman
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greggman commented Nov 3, 2022

I guess I'm used to other graphics API debuggers. They all show all the calls.

I guess I'm also not sure why you wouldn't want them? I can certainly create and delete buffers in a frame. Will those not show up too as steps?

@Kangz
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Kangz commented Nov 4, 2022

Ok, I didn't use a graphics debugger in some time so I didn't realize they showed object creation calls. We can easily add it. Ditto for destruction (that's already there actually (not GC, but buffer.destroy())).

@greggman
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greggman commented Nov 4, 2022

Just to be clear, graphics debuggers I used show creation calls captured during a trace. They don't show creation calls that happened before the trace.

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