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The buffers and textures created during the capture are part of the initial object list in the trace but the commands themselves don't have side effect aside from creating the object so they are not traced in "commands". We could add it, but what's the point of showing the "createTexture" call when you have the same data when inspecting the texture?
Ok, I didn't use a graphics debugger in some time so I didn't realize they showed object creation calls. We can easily add it. Ditto for destruction (that's already there actually (not GC, but buffer.destroy())).
Just to be clear, graphics debuggers I used show creation calls captured during a trace. They don't show creation calls that happened before the trace.
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Kangz commentedon Nov 3, 2022
The buffers and textures created during the capture are part of the initial object list in the trace but the commands themselves don't have side effect aside from creating the object so they are not traced in "commands". We could add it, but what's the point of showing the "createTexture" call when you have the same data when inspecting the texture?
greggman commentedon Nov 3, 2022
I guess I'm used to other graphics API debuggers. They all show all the calls.
I guess I'm also not sure why you wouldn't want them? I can certainly create and delete buffers in a frame. Will those not show up too as steps?
Kangz commentedon Nov 4, 2022
Ok, I didn't use a graphics debugger in some time so I didn't realize they showed object creation calls. We can easily add it. Ditto for destruction (that's already there actually (not GC, but
buffer.destroy())).greggman commentedon Nov 4, 2022
Just to be clear, graphics debuggers I used show creation calls captured during a trace. They don't show creation calls that happened before the trace.