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TimelineItemThread can now determine visibility internally.
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@ -259,8 +259,8 @@ void TimelineItemThread::HeaderExtraContents( const TimelineContext& ctx, int of
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bool TimelineItemThread::DrawContents( const TimelineContext& ctx, int& offset )
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bool TimelineItemThread::DrawContents( const TimelineContext& ctx, int& offset )
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{
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{
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const auto res = m_view.DrawThread( ctx, *m_thread, m_draw, m_ctxDraw, m_samplesDraw, offset, m_depth );
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m_view.DrawThread( ctx, *m_thread, m_draw, m_ctxDraw, m_samplesDraw, offset, m_depth );
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if( !res )
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if( m_depth == 0 && m_msgDraw.empty() )
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{
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{
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auto& crash = m_worker.GetCrashEvent();
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auto& crash = m_worker.GetCrashEvent();
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return crash.thread == m_thread->id;
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return crash.thread == m_thread->id;
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@ -126,7 +126,7 @@ public:
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void HighlightThread( uint64_t thread );
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void HighlightThread( uint64_t thread );
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void ZoomToRange( int64_t start, int64_t end, bool pause = true );
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void ZoomToRange( int64_t start, int64_t end, bool pause = true );
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bool DrawPlot( const TimelineContext& ctx, PlotData& plot, int& offset );
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bool DrawPlot( const TimelineContext& ctx, PlotData& plot, int& offset );
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bool DrawThread( const TimelineContext& ctx, const ThreadData& thread, const std::vector<TimelineDraw>& draw, const std::vector<ContextSwitchDraw>& ctxDraw, const std::vector<SamplesDraw>& samplesDraw, int& offset, int depth );
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void DrawThread( const TimelineContext& ctx, const ThreadData& thread, const std::vector<TimelineDraw>& draw, const std::vector<ContextSwitchDraw>& ctxDraw, const std::vector<SamplesDraw>& samplesDraw, int& offset, int depth );
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void DrawThreadMessages( const TimelineContext& ctx, const ThreadData& thread, int offset );
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void DrawThreadMessages( const TimelineContext& ctx, const ThreadData& thread, int offset );
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void DrawThreadOverlays( const ThreadData& thread, const ImVec2& ul, const ImVec2& dr );
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void DrawThreadOverlays( const ThreadData& thread, const ImVec2& ul, const ImVec2& dr );
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bool DrawGpu( const TimelineContext& ctx, const GpuCtxData& gpu, int& offset );
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bool DrawGpu( const TimelineContext& ctx, const GpuCtxData& gpu, int& offset );
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@ -23,7 +23,7 @@ static tracy_force_inline uint32_t MixGhostColor( uint32_t c0, uint32_t c1 )
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( ( ( ( ( c0 & 0x000000FF ) ) + 3 * ( ( c1 & 0x000000FF ) ) ) >> 2 ) );
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( ( ( ( ( c0 & 0x000000FF ) ) + 3 * ( ( c1 & 0x000000FF ) ) ) >> 2 ) );
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}
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}
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bool View::DrawThread( const TimelineContext& ctx, const ThreadData& thread, const std::vector<TimelineDraw>& draw, const std::vector<ContextSwitchDraw>& ctxDraw, const std::vector<SamplesDraw>& samplesDraw, int& offset, int depth )
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void View::DrawThread( const TimelineContext& ctx, const ThreadData& thread, const std::vector<TimelineDraw>& draw, const std::vector<ContextSwitchDraw>& ctxDraw, const std::vector<SamplesDraw>& samplesDraw, int& offset, int depth )
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{
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{
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const auto& wpos = ctx.wpos;
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const auto& wpos = ctx.wpos;
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const auto ty = ctx.ty;
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const auto ty = ctx.ty;
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@ -82,14 +82,6 @@ bool View::DrawThread( const TimelineContext& ctx, const ThreadData& thread, con
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offset += sstep * lockDepth;
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offset += sstep * lockDepth;
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depth += lockDepth;
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depth += lockDepth;
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}
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}
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if( depth == 0 )
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{
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auto msgit = std::lower_bound( thread.messages.begin(), thread.messages.end(), m_vd.zvStart, [] ( const auto& lhs, const auto& rhs ) { return lhs->time < rhs; } );
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auto msgend = std::lower_bound( msgit, thread.messages.end(), m_vd.zvEnd+1, [] ( const auto& lhs, const auto& rhs ) { return lhs->time < rhs; } );
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return msgit != msgend;
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}
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return true;
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}
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}
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void View::DrawThreadMessages( const TimelineContext& ctx, const ThreadData& thread, int offset )
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void View::DrawThreadMessages( const TimelineContext& ctx, const ThreadData& thread, int offset )
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