Be more clear in naming which chunks are internal book-keeping

This commit is contained in:
baldurk
2019-05-17 16:32:55 +01:00
parent 8edc01c928
commit 4aa8e1ebf3
4 changed files with 7 additions and 7 deletions
+2 -2
View File
@@ -63,7 +63,7 @@ rdcstr DoStringise(const D3D11Chunk &el)
BEGIN_ENUM_STRINGISE(D3D11Chunk)
{
STRINGISE_ENUM_CLASS_NAMED(DeviceInitialisation, "Device Initialisation");
STRINGISE_ENUM_CLASS_NAMED(DeviceInitialisation, "Internal: Device Initialisation");
STRINGISE_ENUM_CLASS_NAMED(SetResourceName, "ID3D11Resource::SetDebugName");
STRINGISE_ENUM_CLASS_NAMED(CreateSwapBuffer, "IDXGISwapChain::GetBuffer");
STRINGISE_ENUM_CLASS_NAMED(CreateTexture1D, "ID3D11Device::CreateTexture1D");
@@ -191,7 +191,7 @@ rdcstr DoStringise(const D3D11Chunk &el)
STRINGISE_ENUM_CLASS_NAMED(PushMarker, "Push Debug Region");
STRINGISE_ENUM_CLASS_NAMED(SetMarker, "Set Marker");
STRINGISE_ENUM_CLASS_NAMED(PopMarker, "Pop Debug Region");
STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "SetShaderDebugPath");
STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "Internal: SetShaderDebugPath");
STRINGISE_ENUM_CLASS_NAMED(DiscardResource, "ID3D11DeviceContext1::DiscardResource");
STRINGISE_ENUM_CLASS_NAMED(DiscardView, "ID3D11DeviceContext1::DiscardView");
STRINGISE_ENUM_CLASS_NAMED(DiscardView1, "ID3D11DeviceContext1::DiscardView1");
+1 -1
View File
@@ -38,7 +38,7 @@ rdcstr DoStringise(const D3D12Chunk &el)
STRINGISE_ENUM_CLASS_NAMED(PushMarker, "Push Debug Region");
STRINGISE_ENUM_CLASS_NAMED(SetMarker, "Set Marker");
STRINGISE_ENUM_CLASS_NAMED(PopMarker, "Pop Debug Region");
STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "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,
+3 -3
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, "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, "Context Configuration");
STRINGISE_ENUM_CLASS_NAMED(ContextConfiguration, "Internal: Context Configuration");
STRINGISE_ENUM_CLASS_NAMED(CoherentMapWrite, "Coherent Mapped Memory Write");
STRINGISE_ENUM_CLASS_NAMED(CoherentMapWrite, "Internal: Coherent Mapped Memory Write");
// 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.
+1 -1
View File
@@ -164,7 +164,7 @@ rdcstr DoStringise(const VulkanChunk &el)
STRINGISE_ENUM_CLASS(vkCmdEndConditionalRenderingEXT)
STRINGISE_ENUM_CLASS(vkCmdSetSampleLocationsEXT)
STRINGISE_ENUM_CLASS(vkCmdSetDiscardRectangleEXT)
STRINGISE_ENUM_CLASS_NAMED(DeviceMemoryRefs, "Device Memory References")
STRINGISE_ENUM_CLASS_NAMED(DeviceMemoryRefs, "Internal: Device Memory References")
STRINGISE_ENUM_CLASS(vkResetQueryPoolEXT);
STRINGISE_ENUM_CLASS_NAMED(Max, "Max Chunk");
}