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