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authorDmitry Duka <[email protected]>2017-03-16 15:57:53 +0300
committerDmitry Duka <[email protected]>2017-03-16 15:57:53 +0300
commit797c06cbbaae2541664df4b27b04cb3397914163 (patch)
treeaba125ea0cc909016b9618e5382338e62b44c4b3
parentFixed typo in the documentation (diff)
downloadanselsdk-797c06cbbaae2541664df4b27b04cb3397914163.tar.xz
anselsdk-797c06cbbaae2541664df4b27b04cb3397914163.zip
Updating documentation
-rw-r--r--docs/Ansel_integration_guide.md30
1 files changed, 21 insertions, 9 deletions
diff --git a/docs/Ansel_integration_guide.md b/docs/Ansel_integration_guide.md
index 862952c..0e03783 100644
--- a/docs/Ansel_integration_guide.md
+++ b/docs/Ansel_integration_guide.md
@@ -484,10 +484,26 @@ If game developers do not want to use the hinting API to make raw capture work t
`ansel::SessionConfiguration` should be set to false during the startSession callback. This will disable the 'Raw'
option in the Ansel UI.
```cpp
- // Call this right before setting HDR render target active
- ANSEL_SDK_API void markHdrBufferBind(uint64_t threadId = 0xFFFFFFFFFFFFFFFFull);
- // Call this right after the last draw call into the HDR render target
- ANSEL_SDK_API void markHdrBufferFinished(uint64_t threadId = 0xFFFFFFFFFFFFFFFFull, AnselHintsCopyMode copyMode = kAnselHintsCopyOnPresent);
+ // Call this right before setting HDR render target active
+ // hintType is an optional argument specifying what type of hint is this -
+ // it could be called after or before the bind of a buffer that this hint marks.
+ // The default option is kHintTypePreBind, which means the hint should be called before
+ // the render target is bound.
+ // threadId is an optional argument allowing Ansel to match the thread which calls
+ // SetRenderTarget (or analogous function, since this is graphics API dependent)
+ // to the thread which called the hint. The default value of kNoMatching
+ // means that no such matching is going to happen. The special value of 0 means that
+ // Ansel SDK is going to match thread ids automatically. Any other value means a specific thread id
+ // known at integration side.
+ ANSEL_SDK_API void markHdrBufferBind(HintType hintType = kHintTypePreBind, uint64_t threadId = kThreadingBehaviourNoMatching);
+ // Call this right after the last draw call into the HDR render target
+ // threadId is an optional argument allowing Ansel to match the thread which calls
+ // SetRenderTarget (or analogous function, since this is graphics API dependent)
+ // to the thread which called the hint. The default value of kNoMatching
+ // means that no such matching is going to happen. The special value of 0 means that
+ // Ansel SDK is going to match thread ids automatically. Any other value means a specific thread id
+ // known at integration side.
+ ANSEL_SDK_API void markHdrBufferFinished(uint64_t threadId = kThreadingBehaviourNoMatching);
```
To identify the HDR buffer for Ansel call ```markHdrBufferBind``` before binding the buffer to the graphics pipeline. In case the buffer contents is not overwritten before calling ```Present```
@@ -497,11 +513,7 @@ calling ```markHdrBufferFinished``` at the moment where the buffer is not used a
pipeline is neccessary. Both functions have threadId argument, which is an optional argument allowing Ansel to match the thread calling
a hint and a particular graphics API call that some other game thread might perform. The default value of 0xFFFFFFFFFFFFFFFFull means that
no such matching should happen. The special value of 0 means that Ansel SDK is going to match thread ids automatically. Any other
-value means a specific thread id known at integration side. markHdrBufferFinished also allows setting the copyMode, which is an optional
-argument specifying if HDR buffer is going to be reused or used in a fashion that is not compatible with capturing it at Present
-(or analogous function, since this is graphics API dependent) call. The default value is kAnselHintsCopyOnPresent, which means the buffer
-contents will remain in tact until Present call. In case copyMode is set to kAnselHintsCopyImmediately, HDR buffer will be copied upon
-the next call to the graphics API that Ansel hooks.
+value means a specific thread id known at integration side. ```markHdrBufferBind``` can be called before or after binding a buffer to the graphics pipeline if appropriate ```hintType``` is selected.
### 2.5 USER CONTROLS
Sometimes a game developer is willing to expose some of the game properties in the Ansel UI. One example of this could be a checkbox allowing