// // Copyright 2015 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // DebugAnnotator11.cpp: D3D11 helpers for adding trace annotations. // #include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include namespace rx { DebugAnnotator11::DebugAnnotator11() {} DebugAnnotator11::~DebugAnnotator11() {} void DebugAnnotator11::beginEvent(gl::Context *context, angle::EntryPoint entryPoint, const char *eventName, const char *eventMessage) { angle::LoggingAnnotator::beginEvent(context, entryPoint, eventName, eventMessage); if (loggingEnabledForThisThread()) { std::mbstate_t state = std::mbstate_t(); std::mbsrtowcs(mWCharMessage, &eventMessage, kMaxMessageLength, &state); mUserDefinedAnnotation->BeginEvent(mWCharMessage); } } void DebugAnnotator11::endEvent(gl::Context *context, const char *eventName, angle::EntryPoint entryPoint) { angle::LoggingAnnotator::endEvent(context, eventName, entryPoint); if (loggingEnabledForThisThread()) { mUserDefinedAnnotation->EndEvent(); } } void DebugAnnotator11::setMarker(const char *markerName) { angle::LoggingAnnotator::setMarker(markerName); if (loggingEnabledForThisThread()) { std::mbstate_t state = std::mbstate_t(); std::mbsrtowcs(mWCharMessage, &markerName, kMaxMessageLength, &state); mUserDefinedAnnotation->SetMarker(mWCharMessage); } } bool DebugAnnotator11::getStatus() { if (loggingEnabledForThisThread()) { return !!(mUserDefinedAnnotation->GetStatus()); } return false; } bool DebugAnnotator11::loggingEnabledForThisThread() const { return mUserDefinedAnnotation != nullptr && std::this_thread::get_id() == mAnnotationThread; } void DebugAnnotator11::initialize(ID3D11DeviceContext *context) { #if !defined(ANGLE_ENABLE_WINDOWS_UWP) // ID3DUserDefinedAnnotation.GetStatus only works on Windows10 or greater. // Returning true unconditionally from DebugAnnotator11::getStatus() means // writing out all compiled shaders to temporary files even if debugging // tools are not attached. See rx::ShaderD3D::prepareSourceAndReturnOptions. // If you want debug annotations, you must use Windows 10. if (IsWindows10OrGreater()) #endif { mAnnotationThread = std::this_thread::get_id(); mUserDefinedAnnotation.Attach( d3d11::DynamicCastComObject(context)); } } void DebugAnnotator11::release() { mUserDefinedAnnotation.Reset(); } } // namespace rx