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Magic vectors in GPU drawing setup.
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commit
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@ -2102,29 +2102,61 @@ void View::DrawZones()
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{
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{
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for( auto& td : v->threadData )
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for( auto& td : v->threadData )
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{
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{
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assert( !td.second.timeline.empty() );
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auto& tl = td.second.timeline;
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if( td.second.timeline.front()->GpuStart() >= 0 )
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assert( !tl.empty() );
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if( tl.is_magic() )
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{
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{
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const auto begin = td.second.timeline.front()->GpuStart();
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auto& tlm = *(Vector<GpuEvent>*)&tl;
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const auto drift = GpuDrift( v );
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if( tlm.front().GpuStart() >= 0 )
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if( !singleThread ) offset += sstep;
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const auto partDepth = DispatchGpuZoneLevel( td.second.timeline, hover, pxns, int64_t( nspx ), wpos, offset, 0, v->thread, yMin, yMax, begin, drift );
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if( partDepth != 0 )
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{
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{
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if( !singleThread )
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const auto begin = tlm.front().GpuStart();
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const auto drift = GpuDrift( v );
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if( !singleThread ) offset += sstep;
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const auto partDepth = DispatchGpuZoneLevel( tl, hover, pxns, int64_t( nspx ), wpos, offset, 0, v->thread, yMin, yMax, begin, drift );
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if( partDepth != 0 )
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{
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{
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ImGui::PushFont( m_smallFont );
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if( !singleThread )
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DrawTextContrast( draw, wpos + ImVec2( ty, offset-1-sstep ), 0xFFFFAAAA, m_worker.GetThreadName( td.first ) );
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{
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draw->AddLine( wpos + ImVec2( 0, offset+sty-sstep ), wpos + ImVec2( w, offset+sty-sstep ), 0x22FFAAAA );
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ImGui::PushFont( m_smallFont );
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ImGui::PopFont();
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DrawTextContrast( draw, wpos + ImVec2( ty, offset-1-sstep ), 0xFFFFAAAA, m_worker.GetThreadName( td.first ) );
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}
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draw->AddLine( wpos + ImVec2( 0, offset+sty-sstep ), wpos + ImVec2( w, offset+sty-sstep ), 0x22FFAAAA );
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ImGui::PopFont();
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}
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offset += ostep * partDepth;
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offset += ostep * partDepth;
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depth += partDepth;
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depth += partDepth;
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}
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else if( !singleThread )
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{
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offset -= sstep;
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}
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}
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}
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else if( !singleThread )
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}
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else
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{
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if( tl.front()->GpuStart() >= 0 )
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{
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{
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offset -= sstep;
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const auto begin = tl.front()->GpuStart();
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const auto drift = GpuDrift( v );
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if( !singleThread ) offset += sstep;
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const auto partDepth = DispatchGpuZoneLevel( tl, hover, pxns, int64_t( nspx ), wpos, offset, 0, v->thread, yMin, yMax, begin, drift );
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if( partDepth != 0 )
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{
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if( !singleThread )
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{
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ImGui::PushFont( m_smallFont );
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DrawTextContrast( draw, wpos + ImVec2( ty, offset-1-sstep ), 0xFFFFAAAA, m_worker.GetThreadName( td.first ) );
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draw->AddLine( wpos + ImVec2( 0, offset+sty-sstep ), wpos + ImVec2( w, offset+sty-sstep ), 0x22FFAAAA );
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ImGui::PopFont();
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}
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offset += ostep * partDepth;
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depth += partDepth;
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}
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else if( !singleThread )
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{
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offset -= sstep;
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}
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}
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}
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}
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}
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}
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}
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