mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-09-20 20:55:42 +00:00
Rename previous/next to previousAction/nextAction in ActionDescription
* swig internally creates 'next' member which we normally want to avoid, so prevent shadowing here by using a distinct name.
This commit is contained in:
@@ -2339,12 +2339,12 @@ frame.
|
||||
|
||||
:type: ActionDescription
|
||||
)");
|
||||
const ActionDescription *previous = NULL;
|
||||
const ActionDescription *previousAction = NULL;
|
||||
DOCUMENT(R"(The next action in the frame, or ``None`` if this is the last action in the frame.
|
||||
|
||||
:type: ActionDescription
|
||||
)");
|
||||
const ActionDescription *next = NULL;
|
||||
const ActionDescription *nextAction = NULL;
|
||||
|
||||
DOCUMENT(R"(An 8-tuple of the :class:`ResourceId` ids for the color outputs, which can be used
|
||||
for very coarse bucketing of actions into similar passes by their outputs.
|
||||
|
||||
@@ -1721,9 +1721,9 @@ rdcarray<uint32_t> D3D11Replay::GetPassEvents(uint32_t eventId)
|
||||
const ActionDescription *action = m_pDevice->GetAction(eventId);
|
||||
|
||||
const ActionDescription *start = action;
|
||||
while(start && start->previous && !(start->previous->flags & ActionFlags::Clear))
|
||||
while(start && start->previousAction && !(start->previousAction->flags & ActionFlags::Clear))
|
||||
{
|
||||
const ActionDescription *prev = start->previous;
|
||||
const ActionDescription *prev = start->previousAction;
|
||||
|
||||
if(start->outputs != prev->outputs || start->depthOut != prev->depthOut)
|
||||
break;
|
||||
@@ -1739,7 +1739,7 @@ rdcarray<uint32_t> D3D11Replay::GetPassEvents(uint32_t eventId)
|
||||
if(start->flags & ActionFlags::Drawcall)
|
||||
passEvents.push_back(start->eventId);
|
||||
|
||||
start = start->next;
|
||||
start = start->nextAction;
|
||||
}
|
||||
|
||||
return passEvents;
|
||||
|
||||
@@ -3353,11 +3353,11 @@ rdcarray<uint32_t> D3D12Replay::GetPassEvents(uint32_t eventId)
|
||||
|
||||
// if we've come to the start of the log we were outside of a list
|
||||
// to start with
|
||||
if(start->previous == NULL)
|
||||
if(start->previousAction == NULL)
|
||||
return passEvents;
|
||||
|
||||
// step back
|
||||
const ActionDescription *prev = start->previous;
|
||||
const ActionDescription *prev = start->previousAction;
|
||||
|
||||
// if the previous is a clear, we're done
|
||||
if(prev->flags & ActionFlags::Clear)
|
||||
@@ -3383,7 +3383,7 @@ rdcarray<uint32_t> D3D12Replay::GetPassEvents(uint32_t eventId)
|
||||
if(start->flags & (ActionFlags::MeshDispatch | ActionFlags::Drawcall | ActionFlags::PassBoundary))
|
||||
passEvents.push_back(start->eventId);
|
||||
|
||||
start = start->next;
|
||||
start = start->nextAction;
|
||||
}
|
||||
|
||||
return passEvents;
|
||||
|
||||
@@ -142,9 +142,9 @@ rdcarray<uint32_t> GLReplay::GetPassEvents(uint32_t eventId)
|
||||
const ActionDescription *action = m_pDriver->GetAction(eventId);
|
||||
|
||||
const ActionDescription *start = action;
|
||||
while(start && start->previous && !(start->previous->flags & ActionFlags::Clear))
|
||||
while(start && start->previousAction && !(start->previousAction->flags & ActionFlags::Clear))
|
||||
{
|
||||
const ActionDescription *prev = start->previous;
|
||||
const ActionDescription *prev = start->previousAction;
|
||||
|
||||
if(start->outputs != prev->outputs || start->depthOut != prev->depthOut)
|
||||
break;
|
||||
@@ -160,7 +160,7 @@ rdcarray<uint32_t> GLReplay::GetPassEvents(uint32_t eventId)
|
||||
if(start->flags & ActionFlags::Drawcall)
|
||||
passEvents.push_back(start->eventId);
|
||||
|
||||
start = start->next;
|
||||
start = start->nextAction;
|
||||
}
|
||||
|
||||
return passEvents;
|
||||
|
||||
@@ -247,11 +247,11 @@ rdcarray<uint32_t> VulkanReplay::GetPassEvents(uint32_t eventId)
|
||||
|
||||
// if we've come to the start of the log we were outside of a render pass
|
||||
// to start with
|
||||
if(start->previous == NULL)
|
||||
if(start->previousAction == NULL)
|
||||
return passEvents;
|
||||
|
||||
// step back
|
||||
start = start->previous;
|
||||
start = start->previousAction;
|
||||
}
|
||||
|
||||
// store all the action eventIDs up to the one specified at the start
|
||||
@@ -267,7 +267,7 @@ rdcarray<uint32_t> VulkanReplay::GetPassEvents(uint32_t eventId)
|
||||
if(start->flags & (ActionFlags::MeshDispatch | ActionFlags::Drawcall | ActionFlags::PassBoundary))
|
||||
passEvents.push_back(start->eventId);
|
||||
|
||||
start = start->next;
|
||||
start = start->nextAction;
|
||||
}
|
||||
|
||||
return passEvents;
|
||||
|
||||
@@ -576,7 +576,7 @@ void DoSerialise(SerialiserType &ser, ActionDescription &el)
|
||||
SERIALISE_MEMBER(copyDestinationSubresource);
|
||||
|
||||
if(ser.IsReading())
|
||||
el.parent = el.previous = el.next = NULL;
|
||||
el.parent = el.previousAction = el.nextAction = NULL;
|
||||
|
||||
SERIALISE_MEMBER(outputs);
|
||||
SERIALISE_MEMBER(depthOut);
|
||||
|
||||
@@ -121,8 +121,8 @@ static ActionDescription *SetupActionPointers(rdcarray<ActionDescription *> &act
|
||||
else
|
||||
{
|
||||
if(previous)
|
||||
previous->next = action;
|
||||
action->previous = previous;
|
||||
previous->nextAction = action;
|
||||
action->previousAction = previous;
|
||||
|
||||
{
|
||||
// we also allow non-contiguous EIDs for fake markers that have high EIDs
|
||||
@@ -167,7 +167,7 @@ void SetupActionPointers(rdcarray<ActionDescription *> &actionTable,
|
||||
{
|
||||
// point the previous pointer to the last non-marker action we got. If we haven't hit one yet
|
||||
// because this is near the start, this will just be NULL.
|
||||
action->previous = previous;
|
||||
action->previousAction = previous;
|
||||
|
||||
// because there can be multiple markers consecutively we want to point all of their nexts to
|
||||
// the next action we encounter. Accumulate this list, though in most cases it will only be 1
|
||||
@@ -181,7 +181,7 @@ void SetupActionPointers(rdcarray<ActionDescription *> &actionTable,
|
||||
|
||||
// all previous markers point to this one
|
||||
for(ActionDescription *m : markers)
|
||||
m->next = action;
|
||||
m->nextAction = action;
|
||||
|
||||
markers.clear();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user