Remove 'using std::set'

This commit is contained in:
baldurk
2019-05-17 13:50:18 +01:00
parent a965a3a703
commit 462772af91
18 changed files with 35 additions and 40 deletions
+1 -1
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@@ -746,7 +746,7 @@ bool RenderDoc::ShouldTriggerCapture(uint32_t frameNumber)
if(m_Cap > 0)
m_Cap--;
set<uint32_t> frames;
std::set<uint32_t> frames;
frames.swap(m_QueuedFrameCaptures);
for(auto it = frames.begin(); it != frames.end(); ++it)
{
+2 -3
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@@ -40,7 +40,6 @@
using std::vector;
using std::pair;
using std::set;
class Chunk;
struct RDCThumb;
@@ -604,7 +603,7 @@ private:
CaptureOptions m_Options;
uint32_t m_Overlay;
set<uint32_t> m_QueuedFrameCaptures;
std::set<uint32_t> m_QueuedFrameCaptures;
uint32_t m_RemoteIdent;
Threading::ThreadHandle m_RemoteThread;
@@ -635,7 +634,7 @@ private:
VulkanLayerCheck m_VulkanCheck;
VulkanLayerInstall m_VulkanInstall;
set<ShutdownFunction> m_ShutdownFunctions;
std::set<ShutdownFunction> m_ShutdownFunctions;
struct FrameCap
{
+2 -2
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@@ -594,8 +594,8 @@ private:
// this cache only exists on the client side, with the proxy renderer. This denotes cases where we
// already have up-to-date texture data for the current event so we don't need to check for any
// deltas. It is cleared any time we set event.
set<TextureCacheEntry> m_TextureProxyCache;
set<ResourceId> m_BufferProxyCache;
std::set<TextureCacheEntry> m_TextureProxyCache;
std::set<ResourceId> m_BufferProxyCache;
struct ProxyTextureProperties
{
+2 -4
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@@ -33,8 +33,6 @@
#include "os/os_specific.h"
#include "serialise/serialiser.h"
using std::set;
// In what way (read, write, etc) was a resource referenced in a frame -
// used to determine if initial contents are needed and to what degree.
// These values are used both as states (representing the cumulative previous
@@ -591,7 +589,7 @@ protected:
std::map<ResourceId, FrameRefType> m_FrameReferencedResources;
// used during capture - holds resources marked as dirty, needing initial contents
set<ResourceId> m_DirtyResources;
std::set<ResourceId> m_DirtyResources;
struct InitialContentDataOrChunk
{
@@ -842,7 +840,7 @@ void ResourceManager<Configuration>::CreateInitialContents(ReadSerialiser &ser)
{
using namespace ResourceManagerInternal;
set<ResourceId> neededInitials;
std::set<ResourceId> neededInitials;
std::vector<WrittenRecord> WrittenRecords;
SERIALISE_ELEMENT(WrittenRecords);
+3 -3
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@@ -120,10 +120,10 @@ private:
}
};
set<ResourceId> m_DeferredDirty;
set<ResourceId> m_DeferredReferences;
std::set<ResourceId> m_DeferredDirty;
std::set<ResourceId> m_DeferredReferences;
set<ResourceId> m_HighTrafficResources;
std::set<ResourceId> m_HighTrafficResources;
std::map<MappedResource, MapIntercept> m_OpenMaps;
struct StreamOutData
+2 -2
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@@ -348,7 +348,7 @@ private:
ReplayStatus m_FailedReplayStatus = ReplayStatus::APIReplayFailed;
set<ID3D11DeviceChild *> m_CachedStateObjects;
std::set<ID3D11DeviceChild *> m_CachedStateObjects;
// This function will check if m_CachedStateObjects is growing too large, and if so
// go through m_CachedStateObjects and release any state objects that are purely
@@ -365,7 +365,7 @@ private:
// Must be called while m_D3DLock is held.
void CachedObjectsGarbageCollect();
set<WrappedID3D11DeviceContext *> m_DeferredContexts;
std::set<WrappedID3D11DeviceContext *> m_DeferredContexts;
std::map<ID3D11InputLayout *, vector<D3D11_INPUT_ELEMENT_DESC> > m_LayoutDescs;
std::map<ID3D11InputLayout *, WrappedShader *> m_LayoutShaders;
+5 -5
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@@ -1265,8 +1265,8 @@ class WrappedID3D11CommandList : public WrappedDeviceChild11<ID3D11CommandList>
bool m_Successful; // indicates whether we have all of the commands serialised for this command
// list
set<ResourceId> m_Dirty;
set<ResourceId> m_References;
std::set<ResourceId> m_Dirty;
std::set<ResourceId> m_References;
public:
ALLOCATE_WITH_WRAPPED_POOL(WrappedID3D11CommandList);
@@ -1294,14 +1294,14 @@ public:
WrappedID3D11DeviceContext *GetContext() { return m_pContext; }
bool IsCaptured() { return m_Successful; }
void SwapReferences(set<ResourceId> &refs) { m_References.swap(refs); }
void SwapDirtyResources(set<ResourceId> &dirty) { m_Dirty.swap(dirty); }
void SwapReferences(std::set<ResourceId> &refs) { m_References.swap(refs); }
void SwapDirtyResources(std::set<ResourceId> &dirty) { m_Dirty.swap(dirty); }
void MarkDirtyResources(D3D11ResourceManager *manager)
{
for(auto it = m_Dirty.begin(); it != m_Dirty.end(); ++it)
manager->MarkDirtyResource(*it);
}
void MarkDirtyResources(set<ResourceId> &missingTracks)
void MarkDirtyResources(std::set<ResourceId> &missingTracks)
{
for(auto it = m_Dirty.begin(); it != m_Dirty.end(); ++it)
missingTracks.insert(*it);
+1 -1
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@@ -774,7 +774,7 @@ ShaderDebugTrace D3D11Replay::DebugVertex(uint32_t eventId, uint32_t vertid, uin
vector<D3D11_INPUT_ELEMENT_DESC> inputlayout = m_pDevice->GetLayoutDesc(rs->IA.Layout);
set<UINT> vertexbuffers;
std::set<UINT> vertexbuffers;
uint32_t trackingOffs[32] = {0};
UINT MaxStepRate = 1U;
+1 -1
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@@ -262,7 +262,7 @@ struct D3D12AMDDrawCallback : public D3D12DrawcallCallback
WrappedID3D12Device *m_pDevice;
D3D12Replay *m_pReplay;
vector<uint32_t> *m_pEventIds;
set<ID3D12GraphicsCommandList *> m_begunCommandLists;
std::set<ID3D12GraphicsCommandList *> m_begunCommandLists;
// events which are the 'same' from being the same command buffer resubmitted
// multiple times in the frame. We will only get the full callback when we're
+2 -2
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@@ -321,7 +321,7 @@ private:
D3D12ShaderCache *m_ShaderCache = NULL;
D3D12TextRenderer *m_TextRenderer = NULL;
set<ResourceId> m_UploadResourceIds;
std::set<ResourceId> m_UploadResourceIds;
std::map<uint64_t, ID3D12Resource *> m_UploadBuffers;
Threading::CriticalSection m_MapsLock;
@@ -394,7 +394,7 @@ private:
std::map<ResourceId, SubresourceStateVector> m_ResourceStates;
Threading::CriticalSection m_ResourceStatesLock;
set<ResourceId> m_Cubemaps;
std::set<ResourceId> m_Cubemaps;
std::map<ResourceId, std::string> m_ResourceNames;
+1 -1
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@@ -423,7 +423,7 @@ struct CmdListRecordingInfo
vector<D3D12_RESOURCE_BARRIER> barriers;
// a list of all resources dirtied by this command list
set<ResourceId> dirtied;
std::set<ResourceId> dirtied;
// a list of descriptors that are bound at any point in this command list
// used to look up all the frame refs per-descriptor and apply them on queue
+4 -4
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@@ -184,7 +184,7 @@ private:
CaptureFailReason m_FailureReason;
bool m_SuccessfulCapture;
set<ResourceId> m_HighTrafficResources;
std::set<ResourceId> m_HighTrafficResources;
int m_ReplayEventCount = 0;
@@ -192,12 +192,12 @@ private:
// we need to flush both types of maps, but for implicit sync points we only
// want to consider coherent maps, and since that happens often we want it to
// be as efficient as possible.
set<GLResourceRecord *> m_CoherentMaps;
set<GLResourceRecord *> m_PersistentMaps;
std::set<GLResourceRecord *> m_CoherentMaps;
std::set<GLResourceRecord *> m_PersistentMaps;
// this function iterates over all the maps, checking for any changes between
// the shadow pointers, and propogates that to 'real' GL
void PersistentMapMemoryBarrier(const set<GLResourceRecord *> &maps);
void PersistentMapMemoryBarrier(const std::set<GLResourceRecord *> &maps);
// this function is called at any point that could possibly pick up a change
// in a coherent persistent mapped buffer, to propogate changes across. In most
+1 -1
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@@ -261,7 +261,7 @@ struct GLResourceRecord : public ResourceRecord
// for anything that is viewed if the viewer is frame referenced. Otherwise we might
// lose the underlying data for the view.
// Since it's 1-to-many, we keep a set here.
set<ResourceId> viewTextures;
std::set<ResourceId> viewTextures;
GLResource Resource;
@@ -2650,14 +2650,14 @@ void WrappedOpenGL::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLs
return GL.glFlushMappedBufferRange(target, offset, length);
}
void WrappedOpenGL::PersistentMapMemoryBarrier(const set<GLResourceRecord *> &maps)
void WrappedOpenGL::PersistentMapMemoryBarrier(const std::set<GLResourceRecord *> &maps)
{
PUSH_CURRENT_CHUNK;
// this function iterates over all the maps, checking for any changes between
// the shadow pointers, and propogates that to 'real' GL
for(set<GLResourceRecord *>::const_iterator it = maps.begin(); it != maps.end(); ++it)
for(std::set<GLResourceRecord *>::const_iterator it = maps.begin(); it != maps.end(); ++it)
{
GLResourceRecord *record = *it;
+1 -1
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@@ -272,7 +272,7 @@ struct VulkanAMDDrawCallback : public VulkanDrawcallCallback
WrappedVulkan *m_pDriver;
VulkanReplay *m_pReplay;
vector<uint32_t> *m_pEventIds;
set<VkCommandBuffer> m_begunCommandBuffers;
std::set<VkCommandBuffer> m_begunCommandBuffers;
// events which are the 'same' from being the same command buffer resubmitted
// multiple times in the frame. We will only get the full callback when we're
// recording the command buffer, and will be given the first EID. After that
+3 -3
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@@ -921,15 +921,15 @@ struct CmdBufferRecordingInfo
// sparse resources referenced by this command buffer (at submit time
// need to go through the sparse mapping and reference all memory)
set<ResourceInfo *> sparse;
std::set<ResourceInfo *> sparse;
// a list of all resources dirtied by this command buffer
set<ResourceId> dirtied;
std::set<ResourceId> dirtied;
// a list of descriptor sets that are bound at any point in this command buffer
// used to look up all the frame refs per-desc set and apply them on queue
// submit with latest binding refs.
set<VkDescriptorSet> boundDescSets;
std::set<VkDescriptorSet> boundDescSets;
vector<VkResourceRecord *> subcmds;
@@ -786,7 +786,7 @@ VkResult WrappedVulkan::vkQueueSubmit(VkQueue queue, uint32_t submitCount,
capframe = IsActiveCapturing(m_State);
}
set<ResourceId> refdIDs;
std::set<ResourceId> refdIDs;
VkResourceRecord *queueRecord = GetRecord(queue);
+1 -3
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@@ -35,8 +35,6 @@
#include "os/os_specific.h"
#include "strings/string_utils.h"
using std::set;
// gives us an address to identify this dll with
static int dllLocator = 0;
@@ -79,7 +77,7 @@ bool PlatformHasKeyInput()
return true;
}
set<HWND> inputWindows;
std::set<HWND> inputWindows;
void AddInputWindow(void *wnd)
{