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authorBartosz Taudul <wolf.pld@gmail.com>2018-06-17 20:33:45 +0300
committerBartosz Taudul <wolf.pld@gmail.com>2018-06-17 20:33:45 +0300
commit3205bfdae8c8fd54059fd84a69b67ac074a7fff5 (patch)
treee262bfa25204a1c5e009a0a374eed9814dddd16b /README.md
parent6e1ab9ae7a1e9aec38041eeb63248a61d17b78b1 (diff)
Add Vulkan documentation.
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# Tracy Profiler
-Tracy is a real time, nanosecond resolution frame profiler that can be used for remote or embedded telemetry of your application. It can profile both CPU (C++, Lua) and GPU (OpenGL). It also can display locks held by threads and their interactions with each other.
+Tracy is a real time, nanosecond resolution frame profiler that can be used for remote or embedded telemetry of your application. It can profile both CPU (C++, Lua) and GPU (OpenGL, Vulkan). It also can display locks held by threads and their interactions with each other.
![](doc/profiler.png)
@@ -103,7 +103,11 @@ Even if tracy is disabled, you still have to pay the no-op function call cost. T
#### GPU profiling
-Tracy provides bindings for profiling OpenGL execution time on GPU. To use it, you will need to include the `tracy/TracyOpenGL.hpp` header file and declare each of your rendering contexts using the `TracyGpuContext` macro (typically you will only have one context). Tracy expects no more than one context per thread and no context migration.
+Tracy provides bindings for profiling OpenGL and Vulkan execution time on GPU.
+
+##### OpenGL
+
+You will need to include the `tracy/TracyOpenGL.hpp` header file and declare each of your rendering contexts using the `TracyGpuContext` macro (typically you will only have one context). Tracy expects no more than one context per thread and no context migration.
To mark a GPU zone use the `TracyGpuZone( name )` macro, where `name` is a string literal name of the zone. Alternatively you may use `TracyGpuZoneC( name, color )` to specify zone color.
@@ -111,6 +115,16 @@ You also need to periodically collect the GPU events using the `TracyGpuCollect`
GPU profiling is not supported on OSX, iOS (because Apple is unable to implement standards properly). Android devices do work, if GPU drivers are not broken. Disjoint events are not currently handled, so some readings may be a bit spotty. NVIDIA drivers are unable to provide consistent timing results when two OpenGL contexts are used simultaneously.
+##### Vulkan
+
+Include the `tracy/TracyVulkan.hpp` header file and initialize the Vulkan instance using the `TracyVkContext( physdev, device, queue, cmdbuf )` macro. Cleanup is performed using the `TracyVkDestroy()` macro. Currently you can't track more than one instance.
+
+The physical device, logical device, queue and command buffer must relate with each other. The queue must support graphics or compute operations. The command buffer must be in the initial state and be able to be reset. It will be rerecorded and submitted to the queue multiple times and it will be in the executable state on exit from the initialization function.
+
+To mark a GPU zone use the `TracyVkZone( cmdbuf, name )` macro, where `name` is a string literal name of the zone. Alternatively you may use `TracyVkZoneC( cmdbuf, name, color )` to specify zone color. The provided command buffer must be in the recording state.
+
+You also need to periodically collect the GPU events using the `TracyVkCollect( cmdbuf )` macro. The provided command buffer must be in the recording state and outside of a render pass instance.
+
## Good practices
- Remember to set thread names for proper identification of threads. You may use the functions exposed in the `tracy/common/TracySystem.hpp` header to do so. Note that the max thread name length in pthreads is limited to 15 characters. Proper thread naming support is available in MSVC only if you are using Windows SDK 10.0.15063 or newer.