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[hud] Add debug label for HUD rendering
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@ -277,6 +277,11 @@ namespace dxvk::hud {
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uint32_t dataPoint,
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HudPos minPos,
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HudPos maxPos) {
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if (unlikely(m_device->isDebugEnabled())) {
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ctx.cmd->cmdBeginDebugUtilsLabel(DxvkCmdBuffer::InitBuffer,
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vk::makeLabel(0xf0c0dc, "HUD frame time processing"));
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}
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// Write current time stamp to the buffer
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DxvkBufferSliceHandle sliceHandle = m_gpuBuffer->getSliceHandle();
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std::pair<VkQueryPool, uint32_t> query = m_query->getQuery();
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@ -372,6 +377,9 @@ namespace dxvk::hud {
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renderer.drawTextIndirect(ctx, key, drawParamBuffer,
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drawInfoBuffer, textBufferView, 2u);
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if (unlikely(m_device->isDebugEnabled()))
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ctx.cmd->cmdEndDebugUtilsLabel(DxvkCmdBuffer::InitBuffer);
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// Make sure GPU resources are being kept alive as necessary
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ctx.cmd->track(m_gpuBuffer, DxvkAccess::Write);
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ctx.cmd->track(m_query);
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@ -59,6 +59,11 @@ namespace dxvk::hud {
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const Rc<DxvkImageView>& dstView,
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VkColorSpaceKHR dstColorSpace,
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const HudOptions& options) {
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if (unlikely(m_device->isDebugEnabled())) {
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ctx.cmd->cmdInsertDebugUtilsLabel(DxvkCmdBuffer::ExecBuffer,
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vk::makeLabel(0xf0c0dc, "HUD"));
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}
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if (!m_fontTextureView) {
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createFontResources();
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uploadFontResources(ctx);
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