Mark parameters in internal chunks as unimportant

* This prevents overly-inlining in the event browser.
* Also ensure internal chunks are prefixed with Internal:: consistently.
This commit is contained in:
baldurk
2021-07-28 11:37:08 +01:00
parent faebd8b3c7
commit 210f391901
3 changed files with 9 additions and 9 deletions
+1 -1
View File
@@ -36,7 +36,7 @@ rdcstr DoStringise(const D3D12Chunk &el)
STRINGISE_ENUM_CLASS_NAMED(PushMarker, "ID3D12GraphicsCommandList::BeginEvent");
STRINGISE_ENUM_CLASS_NAMED(SetMarker, "ID3D12GraphicsCommandList::SetMarker");
STRINGISE_ENUM_CLASS_NAMED(PopMarker, "ID3D12GraphicsCommandList::EndEvent");
STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "Internal: SetShaderDebugPath");
STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "Internal::SetShaderDebugPath");
STRINGISE_ENUM_CLASS_NAMED(CreateSwapBuffer, "IDXGISwapChain::GetBuffer");
STRINGISE_ENUM_CLASS_NAMED(Device_CreateCommandQueue, "ID3D12Device::CreateCommandQueue");
STRINGISE_ENUM_CLASS_NAMED(Device_CreateCommandAllocator,
+4 -4
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@@ -1249,9 +1249,9 @@ void WrappedOpenGL::UnregisterReplayContext(GLWindowingData windata)
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_ContextConfiguration(SerialiserType &ser, void *ctx)
{
SERIALISE_ELEMENT_LOCAL(Context, m_ContextData[ctx].m_ContextDataResourceID);
SERIALISE_ELEMENT_LOCAL(FBO, m_ContextData[ctx].m_ContextFBOID);
SERIALISE_ELEMENT_LOCAL(InitParams, m_ContextData[ctx].initParams);
SERIALISE_ELEMENT_LOCAL(Context, m_ContextData[ctx].m_ContextDataResourceID).Unimportant();
SERIALISE_ELEMENT_LOCAL(FBO, m_ContextData[ctx].m_ContextFBOID).Unimportant();
SERIALISE_ELEMENT_LOCAL(InitParams, m_ContextData[ctx].initParams).Unimportant();
SERIALISE_CHECK_READ_ERRORS();
@@ -3008,7 +3008,7 @@ bool WrappedOpenGL::Serialise_BeginCaptureFrame(SerialiserType &ser)
savedDebugMessages.swap(m_DebugMessages);
}
SERIALISE_ELEMENT(state);
SERIALISE_ELEMENT(state).Unimportant();
SERIALISE_CHECK_READ_ERRORS();
+4 -4
View File
@@ -36,14 +36,14 @@ rdcstr DoStringise(const GLChunk &el)
STRINGISE_ENUM_CLASS_NAMED(MakeContextCurrent, "MakeContextCurrent");
STRINGISE_ENUM_CLASS_NAMED(glIndirectSubCommand, "Indirect sub-command");
STRINGISE_ENUM_CLASS_NAMED(glContextInit, "Internal: Context Initialisation");
STRINGISE_ENUM_CLASS_NAMED(glContextInit, "Internal::Context Initialisation");
STRINGISE_ENUM_CLASS(vrapi_CreateTextureSwapChain);
STRINGISE_ENUM_CLASS(vrapi_CreateTextureSwapChain2);
STRINGISE_ENUM_CLASS_NAMED(ContextConfiguration, "Internal: Context Configuration");
STRINGISE_ENUM_CLASS_NAMED(ContextConfiguration, "Internal::Context Configuration");
STRINGISE_ENUM_CLASS_NAMED(CoherentMapWrite, "Internal: Coherent Mapped Memory Write");
STRINGISE_ENUM_CLASS_NAMED(CoherentMapWrite, "Internal::Coherent Mapped Memory Write");
STRINGISE_ENUM_CLASS(SwapBuffers);
STRINGISE_ENUM_CLASS(wglSwapBuffers);
@@ -54,7 +54,7 @@ rdcstr DoStringise(const GLChunk &el)
STRINGISE_ENUM_CLASS(eglSwapBuffersWithDamageEXT);
STRINGISE_ENUM_CLASS(eglSwapBuffersWithDamageKHR);
STRINGISE_ENUM_CLASS_NAMED(ImplicitThreadSwitch, "Internal: Implicit thread context-switch");
STRINGISE_ENUM_CLASS_NAMED(ImplicitThreadSwitch, "Internal::Implicit thread context-switch");
// re-use list of GL functions as chunks. Many of these will be aliased. This may not appear in the
// same order as the definition, but that's OK.