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Don't use delay and resolution when processing GPU zones.
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745ca83de6
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@ -130,15 +130,13 @@ int View::DispatchGpuZoneLevel( const Vector<short_ptr<GpuEvent>>& vec, bool hov
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template<typename Adapter, typename V>
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template<typename Adapter, typename V>
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int View::DrawGpuZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift )
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int View::DrawGpuZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift )
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{
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{
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const auto delay = m_worker.GetDelay();
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const auto resolution = m_worker.GetResolution();
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// cast to uint64_t, so that unended zones (end = -1) are still drawn
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// cast to uint64_t, so that unended zones (end = -1) are still drawn
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart - std::max<int64_t>( delay, 2 * MinVisSize * nspx ) ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuEnd(), begin, drift ) < (uint64_t)r; } );
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuEnd(), begin, drift ) < (uint64_t)r; } );
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if( it == vec.end() ) return depth;
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if( it == vec.end() ) return depth;
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Adapter a;
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Adapter a;
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const auto zitend = std::lower_bound( it, vec.end(), std::max<int64_t>( 0, m_vd.zvEnd + resolution ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuStart(), begin, drift ) < (uint64_t)r; } );
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const auto zitend = std::lower_bound( it, vec.end(), std::max<int64_t>( 0, m_vd.zvEnd ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuStart(), begin, drift ) < (uint64_t)r; } );
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if( it == zitend ) return depth;
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if( it == zitend ) return depth;
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if( AdjustGpuTime( a(*(zitend-1)).GpuEnd(), begin, drift ) < m_vd.zvStart ) return depth;
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if( AdjustGpuTime( a(*(zitend-1)).GpuEnd(), begin, drift ) < m_vd.zvStart ) return depth;
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@ -315,15 +313,13 @@ int View::DrawGpuZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx,
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template<typename Adapter, typename V>
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template<typename Adapter, typename V>
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int View::SkipGpuZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift )
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int View::SkipGpuZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift )
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{
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{
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const auto delay = m_worker.GetDelay();
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const auto resolution = m_worker.GetResolution();
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// cast to uint64_t, so that unended zones (end = -1) are still drawn
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// cast to uint64_t, so that unended zones (end = -1) are still drawn
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart - std::max<int64_t>( delay, 2 * MinVisSize * nspx ) ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuEnd(), begin, drift ) < (uint64_t)r; } );
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuEnd(), begin, drift ) < (uint64_t)r; } );
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if( it == vec.end() ) return depth;
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if( it == vec.end() ) return depth;
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Adapter a;
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Adapter a;
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const auto zitend = std::lower_bound( it, vec.end(), std::max<int64_t>( 0, m_vd.zvEnd + resolution ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuStart(), begin, drift ) < (uint64_t)r; } );
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const auto zitend = std::lower_bound( it, vec.end(), std::max<int64_t>( 0, m_vd.zvEnd ), [begin, drift] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)AdjustGpuTime( a(l).GpuStart(), begin, drift ) < (uint64_t)r; } );
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if( it == zitend ) return depth;
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if( it == zitend ) return depth;
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if( AdjustGpuTime( a(*(zitend-1)).GpuEnd(), begin, drift ) < m_vd.zvStart ) return depth;
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if( AdjustGpuTime( a(*(zitend-1)).GpuEnd(), begin, drift ) < m_vd.zvStart ) return depth;
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