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| author | Dmitry Duka <[email protected]> | 2017-03-16 15:57:53 +0300 |
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| committer | Dmitry Duka <[email protected]> | 2017-03-16 15:57:53 +0300 |
| commit | 797c06cbbaae2541664df4b27b04cb3397914163 (patch) | |
| tree | aba125ea0cc909016b9618e5382338e62b44c4b3 | |
| parent | Fixed typo in the documentation (diff) | |
| download | anselsdk-797c06cbbaae2541664df4b27b04cb3397914163.tar.xz anselsdk-797c06cbbaae2541664df4b27b04cb3397914163.zip | |
Updating documentation
| -rw-r--r-- | docs/Ansel_integration_guide.md | 30 |
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 |