Remove use of bool32 replay API type&optimise mem layout in some structs

This commit is contained in:
baldurk committed 2017-08-24 10:44:45 +01:00
1 parent e85c8d19bf
commit 40a0272a3e
28 files changed
+327 -262

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+67
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@@ -1649,3 +1649,70 @@ void ReplayController::FetchPipelineState()
m_GLPipelineState = &m_pDevice->GetGLPipelineState();
m_VulkanPipelineState = &m_pDevice->GetVulkanPipelineState();
}
struct testStruct
{
#define INSTANTIATE(cls) cls CONCAT(testthing, __LINE__);
INSTANTIATE(MeshFormat);
INSTANTIATE(MeshDisplay);
INSTANTIATE(TextureDisplay);
INSTANTIATE(TextureComponentMapping);
INSTANTIATE(TextureSampleMapping);
INSTANTIATE(TextureSliceMapping);
INSTANTIATE(TextureSave);
INSTANTIATE(NewCaptureData);
INSTANTIATE(RegisterAPIData);
INSTANTIATE(BusyData);
INSTANTIATE(NewChildData);
INSTANTIATE(TargetControlMessage);
INSTANTIATE(EnvironmentModification);
INSTANTIATE(FloatVector);
INSTANTIATE(PathEntry);
INSTANTIATE(ResourceFormat);
INSTANTIATE(TextureFilter);
INSTANTIATE(BufferDescription);
INSTANTIATE(TextureDescription);
INSTANTIATE(APIEvent);
INSTANTIATE(DebugMessage);
INSTANTIATE(ConstantBindStats);
INSTANTIATE(SamplerBindStats);
INSTANTIATE(ResourceBindStats);
INSTANTIATE(ResourceUpdateStats);
INSTANTIATE(DrawcallStats);
INSTANTIATE(DispatchStats);
INSTANTIATE(IndexBindStats);
INSTANTIATE(VertexBindStats);
INSTANTIATE(LayoutBindStats);
INSTANTIATE(ShaderChangeStats);
INSTANTIATE(BlendStats);
INSTANTIATE(DepthStencilStats);
INSTANTIATE(RasterizationStats);
INSTANTIATE(OutputTargetStats);
INSTANTIATE(FrameStatistics);
INSTANTIATE(FrameDescription);
INSTANTIATE(EventUsage);
INSTANTIATE(DrawcallDescription);
INSTANTIATE(APIProperties);
INSTANTIATE(CounterDescription);
INSTANTIATE(CounterResult);
INSTANTIATE(ModificationValue);
INSTANTIATE(PixelModification);
INSTANTIATE(ShaderVariable);
INSTANTIATE(ShaderDebugState);
INSTANTIATE(ShaderDebugTrace);
INSTANTIATE(SigParameter);
INSTANTIATE(ShaderConstant);
INSTANTIATE(ShaderVariableDescriptor);
INSTANTIATE(ShaderVariableType);
INSTANTIATE(ShaderRegister);
INSTANTIATE(ShaderConstant);
INSTANTIATE(ConstantBlock);
INSTANTIATE(ShaderResource);
INSTANTIATE(ShaderDebugChunk);
INSTANTIATE(ShaderReflection);
INSTANTIATE(BindpointMap);
INSTANTIATE(ShaderBindpointMapping);
};