mirror of
https://github.com/wolfpld/tracy.git
synced 2026-10-23 09:10:51 +00:00
Mark zones in dyna example.
This commit is contained in:
@@ -73,6 +73,7 @@ void main() {
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GLuint compile_shader( GLenum type, const char* src )
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{
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ZoneScoped;
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GLuint s = glCreateShader( type );
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glShaderSource( s, 1, &src, nullptr );
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glCompileShader( s );
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@@ -91,6 +92,7 @@ GLuint compile_shader( GLenum type, const char* src )
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bool init_shaders()
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{
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ZoneScoped;
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GLuint vs = compile_shader( GL_VERTEX_SHADER, VERT_SRC );
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if( !vs ) return false;
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GLuint fs = compile_shader( GL_FRAGMENT_SHADER, FRAG_SRC );
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@@ -138,6 +140,7 @@ bool init_shaders()
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void init_quad_vao()
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{
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ZoneScoped;
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glGenVertexArrays( 1, &g_vao );
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glGenBuffers( 1, &g_vbo );
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@@ -162,6 +165,7 @@ void init_quad_vao()
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// order. Consecutive quads that share a texture collapse into one draw call.
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void flush_batch()
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{
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ZoneScoped;
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if( g_verts.empty() )
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return;
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@@ -196,6 +200,7 @@ namespace Render
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bool init()
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{
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ZoneScoped;
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if( !init_shaders() ) return false;
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init_quad_vao();
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return true;
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@@ -203,6 +208,7 @@ bool init()
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void shutdown()
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{
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ZoneScoped;
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if( g_vbo ) glDeleteBuffers( 1, &g_vbo );
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if( g_vao ) glDeleteVertexArrays( 1, &g_vao );
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if( g_program ) glDeleteProgram( g_program );
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@@ -217,6 +223,7 @@ void use_texture( GLuint tex, int layer )
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GLuint make_texture( int w, int h, int layers, const void* rgba )
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{
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ZoneScoped;
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GLuint tex = 0;
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glGenTextures( 1, &tex );
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glBindTexture( GL_TEXTURE_2D_ARRAY, tex );
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@@ -241,6 +248,7 @@ void clear()
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void swap()
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{
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ZoneScoped;
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flush_batch();
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SDL_GL_SwapWindow( g_window );
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FrameMark;
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@@ -253,6 +261,7 @@ void alpha( float a )
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void draw_quad( const Vertex corners[4] )
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{
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ZoneScoped;
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// Two triangles, vertices appended in submission order so painter ordering
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// (and the transient per-monster alpha) is preserved by the batch.
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const int idx[6] = { 0, 1, 2, 0, 2, 3 };
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@@ -271,6 +280,7 @@ void draw_quad( const Vertex corners[4] )
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void draw_sprite( int x, int y )
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{
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ZoneScoped;
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float fx = static_cast<float>( x );
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float fy = static_cast<float>( y );
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float top = static_cast<float>( h ) - fy;
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@@ -291,6 +301,7 @@ void draw_square( int x, int y )
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void show_help()
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{
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ZoneScoped;
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Textures::menu.bind();
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const float fw = static_cast<float>( w );
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@@ -329,6 +340,7 @@ void show_help()
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void show_menu()
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{
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ZoneScoped;
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Textures::menu.bind();
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Vertex logo[4] = {
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@@ -355,6 +367,7 @@ namespace Init
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bool all()
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{
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ZoneScoped;
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if( !SDL_Init( SDL_INIT_VIDEO ) )
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{
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std::fprintf( stderr, "SDL_Init failed: %s\n", SDL_GetError() );
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@@ -403,6 +416,7 @@ bool all()
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void shutdown()
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{
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ZoneScoped;
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Render::shutdown();
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if( g_gl_context ) SDL_GL_DestroyContext( g_gl_context );
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if( g_window ) SDL_DestroyWindow( g_window );
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