mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-06 01:50:38 +00:00
Remove 'using std::set'
This commit is contained in:
@@ -746,7 +746,7 @@ bool RenderDoc::ShouldTriggerCapture(uint32_t frameNumber)
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if(m_Cap > 0)
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m_Cap--;
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set<uint32_t> frames;
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std::set<uint32_t> frames;
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frames.swap(m_QueuedFrameCaptures);
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for(auto it = frames.begin(); it != frames.end(); ++it)
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{
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@@ -40,7 +40,6 @@
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using std::vector;
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using std::pair;
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using std::set;
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class Chunk;
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struct RDCThumb;
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@@ -604,7 +603,7 @@ private:
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CaptureOptions m_Options;
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uint32_t m_Overlay;
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set<uint32_t> m_QueuedFrameCaptures;
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std::set<uint32_t> m_QueuedFrameCaptures;
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uint32_t m_RemoteIdent;
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Threading::ThreadHandle m_RemoteThread;
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@@ -635,7 +634,7 @@ private:
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VulkanLayerCheck m_VulkanCheck;
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VulkanLayerInstall m_VulkanInstall;
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set<ShutdownFunction> m_ShutdownFunctions;
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std::set<ShutdownFunction> m_ShutdownFunctions;
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struct FrameCap
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{
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@@ -594,8 +594,8 @@ private:
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// this cache only exists on the client side, with the proxy renderer. This denotes cases where we
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// already have up-to-date texture data for the current event so we don't need to check for any
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// deltas. It is cleared any time we set event.
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set<TextureCacheEntry> m_TextureProxyCache;
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set<ResourceId> m_BufferProxyCache;
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std::set<TextureCacheEntry> m_TextureProxyCache;
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std::set<ResourceId> m_BufferProxyCache;
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struct ProxyTextureProperties
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{
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@@ -33,8 +33,6 @@
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#include "os/os_specific.h"
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#include "serialise/serialiser.h"
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using std::set;
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// In what way (read, write, etc) was a resource referenced in a frame -
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// used to determine if initial contents are needed and to what degree.
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// These values are used both as states (representing the cumulative previous
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@@ -591,7 +589,7 @@ protected:
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std::map<ResourceId, FrameRefType> m_FrameReferencedResources;
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// used during capture - holds resources marked as dirty, needing initial contents
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set<ResourceId> m_DirtyResources;
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std::set<ResourceId> m_DirtyResources;
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struct InitialContentDataOrChunk
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{
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@@ -842,7 +840,7 @@ void ResourceManager<Configuration>::CreateInitialContents(ReadSerialiser &ser)
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{
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using namespace ResourceManagerInternal;
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set<ResourceId> neededInitials;
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std::set<ResourceId> neededInitials;
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std::vector<WrittenRecord> WrittenRecords;
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SERIALISE_ELEMENT(WrittenRecords);
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@@ -120,10 +120,10 @@ private:
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}
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};
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set<ResourceId> m_DeferredDirty;
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set<ResourceId> m_DeferredReferences;
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std::set<ResourceId> m_DeferredDirty;
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std::set<ResourceId> m_DeferredReferences;
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set<ResourceId> m_HighTrafficResources;
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std::set<ResourceId> m_HighTrafficResources;
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std::map<MappedResource, MapIntercept> m_OpenMaps;
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struct StreamOutData
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@@ -348,7 +348,7 @@ private:
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ReplayStatus m_FailedReplayStatus = ReplayStatus::APIReplayFailed;
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set<ID3D11DeviceChild *> m_CachedStateObjects;
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std::set<ID3D11DeviceChild *> m_CachedStateObjects;
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// This function will check if m_CachedStateObjects is growing too large, and if so
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// go through m_CachedStateObjects and release any state objects that are purely
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@@ -365,7 +365,7 @@ private:
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// Must be called while m_D3DLock is held.
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void CachedObjectsGarbageCollect();
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set<WrappedID3D11DeviceContext *> m_DeferredContexts;
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std::set<WrappedID3D11DeviceContext *> m_DeferredContexts;
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std::map<ID3D11InputLayout *, vector<D3D11_INPUT_ELEMENT_DESC> > m_LayoutDescs;
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std::map<ID3D11InputLayout *, WrappedShader *> m_LayoutShaders;
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@@ -1265,8 +1265,8 @@ class WrappedID3D11CommandList : public WrappedDeviceChild11<ID3D11CommandList>
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bool m_Successful; // indicates whether we have all of the commands serialised for this command
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// list
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set<ResourceId> m_Dirty;
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set<ResourceId> m_References;
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std::set<ResourceId> m_Dirty;
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std::set<ResourceId> m_References;
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public:
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ALLOCATE_WITH_WRAPPED_POOL(WrappedID3D11CommandList);
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@@ -1294,14 +1294,14 @@ public:
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WrappedID3D11DeviceContext *GetContext() { return m_pContext; }
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bool IsCaptured() { return m_Successful; }
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void SwapReferences(set<ResourceId> &refs) { m_References.swap(refs); }
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void SwapDirtyResources(set<ResourceId> &dirty) { m_Dirty.swap(dirty); }
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void SwapReferences(std::set<ResourceId> &refs) { m_References.swap(refs); }
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void SwapDirtyResources(std::set<ResourceId> &dirty) { m_Dirty.swap(dirty); }
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void MarkDirtyResources(D3D11ResourceManager *manager)
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{
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for(auto it = m_Dirty.begin(); it != m_Dirty.end(); ++it)
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manager->MarkDirtyResource(*it);
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}
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void MarkDirtyResources(set<ResourceId> &missingTracks)
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void MarkDirtyResources(std::set<ResourceId> &missingTracks)
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{
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for(auto it = m_Dirty.begin(); it != m_Dirty.end(); ++it)
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missingTracks.insert(*it);
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@@ -774,7 +774,7 @@ ShaderDebugTrace D3D11Replay::DebugVertex(uint32_t eventId, uint32_t vertid, uin
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vector<D3D11_INPUT_ELEMENT_DESC> inputlayout = m_pDevice->GetLayoutDesc(rs->IA.Layout);
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set<UINT> vertexbuffers;
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std::set<UINT> vertexbuffers;
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uint32_t trackingOffs[32] = {0};
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UINT MaxStepRate = 1U;
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@@ -262,7 +262,7 @@ struct D3D12AMDDrawCallback : public D3D12DrawcallCallback
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WrappedID3D12Device *m_pDevice;
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D3D12Replay *m_pReplay;
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vector<uint32_t> *m_pEventIds;
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set<ID3D12GraphicsCommandList *> m_begunCommandLists;
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std::set<ID3D12GraphicsCommandList *> m_begunCommandLists;
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// events which are the 'same' from being the same command buffer resubmitted
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// multiple times in the frame. We will only get the full callback when we're
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@@ -321,7 +321,7 @@ private:
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D3D12ShaderCache *m_ShaderCache = NULL;
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D3D12TextRenderer *m_TextRenderer = NULL;
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set<ResourceId> m_UploadResourceIds;
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std::set<ResourceId> m_UploadResourceIds;
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std::map<uint64_t, ID3D12Resource *> m_UploadBuffers;
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Threading::CriticalSection m_MapsLock;
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@@ -394,7 +394,7 @@ private:
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std::map<ResourceId, SubresourceStateVector> m_ResourceStates;
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Threading::CriticalSection m_ResourceStatesLock;
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set<ResourceId> m_Cubemaps;
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std::set<ResourceId> m_Cubemaps;
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std::map<ResourceId, std::string> m_ResourceNames;
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@@ -423,7 +423,7 @@ struct CmdListRecordingInfo
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vector<D3D12_RESOURCE_BARRIER> barriers;
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// a list of all resources dirtied by this command list
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set<ResourceId> dirtied;
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std::set<ResourceId> dirtied;
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// a list of descriptors that are bound at any point in this command list
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// used to look up all the frame refs per-descriptor and apply them on queue
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@@ -184,7 +184,7 @@ private:
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CaptureFailReason m_FailureReason;
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bool m_SuccessfulCapture;
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set<ResourceId> m_HighTrafficResources;
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std::set<ResourceId> m_HighTrafficResources;
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int m_ReplayEventCount = 0;
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@@ -192,12 +192,12 @@ private:
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// we need to flush both types of maps, but for implicit sync points we only
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// want to consider coherent maps, and since that happens often we want it to
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// be as efficient as possible.
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set<GLResourceRecord *> m_CoherentMaps;
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set<GLResourceRecord *> m_PersistentMaps;
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std::set<GLResourceRecord *> m_CoherentMaps;
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std::set<GLResourceRecord *> m_PersistentMaps;
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// this function iterates over all the maps, checking for any changes between
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// the shadow pointers, and propogates that to 'real' GL
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void PersistentMapMemoryBarrier(const set<GLResourceRecord *> &maps);
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void PersistentMapMemoryBarrier(const std::set<GLResourceRecord *> &maps);
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// this function is called at any point that could possibly pick up a change
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// in a coherent persistent mapped buffer, to propogate changes across. In most
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@@ -261,7 +261,7 @@ struct GLResourceRecord : public ResourceRecord
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// for anything that is viewed if the viewer is frame referenced. Otherwise we might
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// lose the underlying data for the view.
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// Since it's 1-to-many, we keep a set here.
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set<ResourceId> viewTextures;
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std::set<ResourceId> viewTextures;
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GLResource Resource;
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@@ -2650,14 +2650,14 @@ void WrappedOpenGL::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLs
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return GL.glFlushMappedBufferRange(target, offset, length);
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}
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void WrappedOpenGL::PersistentMapMemoryBarrier(const set<GLResourceRecord *> &maps)
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void WrappedOpenGL::PersistentMapMemoryBarrier(const std::set<GLResourceRecord *> &maps)
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{
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PUSH_CURRENT_CHUNK;
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// this function iterates over all the maps, checking for any changes between
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// the shadow pointers, and propogates that to 'real' GL
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for(set<GLResourceRecord *>::const_iterator it = maps.begin(); it != maps.end(); ++it)
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for(std::set<GLResourceRecord *>::const_iterator it = maps.begin(); it != maps.end(); ++it)
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{
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GLResourceRecord *record = *it;
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@@ -272,7 +272,7 @@ struct VulkanAMDDrawCallback : public VulkanDrawcallCallback
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WrappedVulkan *m_pDriver;
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VulkanReplay *m_pReplay;
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vector<uint32_t> *m_pEventIds;
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set<VkCommandBuffer> m_begunCommandBuffers;
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std::set<VkCommandBuffer> m_begunCommandBuffers;
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// events which are the 'same' from being the same command buffer resubmitted
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// multiple times in the frame. We will only get the full callback when we're
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// recording the command buffer, and will be given the first EID. After that
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@@ -921,15 +921,15 @@ struct CmdBufferRecordingInfo
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// sparse resources referenced by this command buffer (at submit time
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// need to go through the sparse mapping and reference all memory)
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set<ResourceInfo *> sparse;
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std::set<ResourceInfo *> sparse;
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// a list of all resources dirtied by this command buffer
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set<ResourceId> dirtied;
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std::set<ResourceId> dirtied;
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// a list of descriptor sets that are bound at any point in this command buffer
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// used to look up all the frame refs per-desc set and apply them on queue
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// submit with latest binding refs.
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set<VkDescriptorSet> boundDescSets;
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std::set<VkDescriptorSet> boundDescSets;
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vector<VkResourceRecord *> subcmds;
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@@ -786,7 +786,7 @@ VkResult WrappedVulkan::vkQueueSubmit(VkQueue queue, uint32_t submitCount,
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capframe = IsActiveCapturing(m_State);
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}
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set<ResourceId> refdIDs;
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std::set<ResourceId> refdIDs;
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VkResourceRecord *queueRecord = GetRecord(queue);
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@@ -35,8 +35,6 @@
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#include "os/os_specific.h"
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#include "strings/string_utils.h"
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using std::set;
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// gives us an address to identify this dll with
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static int dllLocator = 0;
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@@ -79,7 +77,7 @@ bool PlatformHasKeyInput()
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return true;
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}
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set<HWND> inputWindows;
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std::set<HWND> inputWindows;
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void AddInputWindow(void *wnd)
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{
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