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While investigating #3307, I ended up knowing a pipeline ID without knowing where it was used. I was able to find the pipeline in renderdoc's resource inspector, and the "related resources" section let me go from the pipeline library to the complete graphics pipeline. However, for both the pipeline library and the complete graphics pipeline, the "usage in frame" section is completely empty. This initially confused me into thinking the pipeline wasn't actually in use in the frame.
I don't think that's going to be a scenario anyone else will run into, but having seen that I think that it would be useful to have pipelines show up on "usage in frame". The main use-case for that would be finding other uses of a pipeline in the same frame once you've seen one. It would also be useful to do this with individual shaders, although the related resources section already allows finding pipelines that use specific shaders. This is already possible for vertex and index buffers, so I don't think it would be too difficult to implement.
Environment
RenderDoc version: v1.32, and various development builds
Operating System: Windows 10
Graphics API: Vulkan
The text was updated successfully, but these errors were encountered:
Description
While investigating #3307, I ended up knowing a pipeline ID without knowing where it was used. I was able to find the pipeline in renderdoc's resource inspector, and the "related resources" section let me go from the pipeline library to the complete graphics pipeline. However, for both the pipeline library and the complete graphics pipeline, the "usage in frame" section is completely empty. This initially confused me into thinking the pipeline wasn't actually in use in the frame.
I don't think that's going to be a scenario anyone else will run into, but having seen that I think that it would be useful to have pipelines show up on "usage in frame". The main use-case for that would be finding other uses of a pipeline in the same frame once you've seen one. It would also be useful to do this with individual shaders, although the related resources section already allows finding pipelines that use specific shaders. This is already possible for vertex and index buffers, so I don't think it would be too difficult to implement.
Environment
The text was updated successfully, but these errors were encountered: