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https://github.com/baldurk/renderdoc.git
synced 2026-08-24 15:36:33 +00:00
Be more clear in naming which chunks are internal book-keeping
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@@ -63,7 +63,7 @@ rdcstr DoStringise(const D3D11Chunk &el)
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BEGIN_ENUM_STRINGISE(D3D11Chunk)
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{
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STRINGISE_ENUM_CLASS_NAMED(DeviceInitialisation, "Device Initialisation");
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STRINGISE_ENUM_CLASS_NAMED(DeviceInitialisation, "Internal: Device Initialisation");
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STRINGISE_ENUM_CLASS_NAMED(SetResourceName, "ID3D11Resource::SetDebugName");
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STRINGISE_ENUM_CLASS_NAMED(CreateSwapBuffer, "IDXGISwapChain::GetBuffer");
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STRINGISE_ENUM_CLASS_NAMED(CreateTexture1D, "ID3D11Device::CreateTexture1D");
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@@ -191,7 +191,7 @@ rdcstr DoStringise(const D3D11Chunk &el)
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STRINGISE_ENUM_CLASS_NAMED(PushMarker, "Push Debug Region");
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STRINGISE_ENUM_CLASS_NAMED(SetMarker, "Set Marker");
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STRINGISE_ENUM_CLASS_NAMED(PopMarker, "Pop Debug Region");
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STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "SetShaderDebugPath");
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STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "Internal: SetShaderDebugPath");
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STRINGISE_ENUM_CLASS_NAMED(DiscardResource, "ID3D11DeviceContext1::DiscardResource");
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STRINGISE_ENUM_CLASS_NAMED(DiscardView, "ID3D11DeviceContext1::DiscardView");
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STRINGISE_ENUM_CLASS_NAMED(DiscardView1, "ID3D11DeviceContext1::DiscardView1");
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@@ -38,7 +38,7 @@ rdcstr DoStringise(const D3D12Chunk &el)
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STRINGISE_ENUM_CLASS_NAMED(PushMarker, "Push Debug Region");
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STRINGISE_ENUM_CLASS_NAMED(SetMarker, "Set Marker");
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STRINGISE_ENUM_CLASS_NAMED(PopMarker, "Pop Debug Region");
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STRINGISE_ENUM_CLASS_NAMED(SetShaderDebugPath, "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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@@ -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, "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, "Context Configuration");
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STRINGISE_ENUM_CLASS_NAMED(ContextConfiguration, "Internal: Context Configuration");
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STRINGISE_ENUM_CLASS_NAMED(CoherentMapWrite, "Coherent Mapped Memory Write");
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STRINGISE_ENUM_CLASS_NAMED(CoherentMapWrite, "Internal: Coherent Mapped Memory Write");
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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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@@ -164,7 +164,7 @@ rdcstr DoStringise(const VulkanChunk &el)
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STRINGISE_ENUM_CLASS(vkCmdEndConditionalRenderingEXT)
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STRINGISE_ENUM_CLASS(vkCmdSetSampleLocationsEXT)
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STRINGISE_ENUM_CLASS(vkCmdSetDiscardRectangleEXT)
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STRINGISE_ENUM_CLASS_NAMED(DeviceMemoryRefs, "Device Memory References")
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STRINGISE_ENUM_CLASS_NAMED(DeviceMemoryRefs, "Internal: Device Memory References")
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STRINGISE_ENUM_CLASS(vkResetQueryPoolEXT);
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STRINGISE_ENUM_CLASS_NAMED(Max, "Max Chunk");
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}
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