Remove namespace clash between D3D and GL struct names

This commit is contained in:
baldurk
2017-02-20 17:28:22 +00:00
parent 165a7df694
commit c615ae102d
4 changed files with 10 additions and 10 deletions
+3 -3
View File
@@ -183,14 +183,14 @@ struct GPUTimer
uint32_t eventID;
};
struct CounterContext
struct D3D11CounterContext
{
uint32_t eventStart;
vector<GPUTimer> timers;
int reuseIdx;
};
void D3D11DebugManager::FillTimers(CounterContext &ctx, const DrawcallTreeNode &drawnode)
void D3D11DebugManager::FillTimers(D3D11CounterContext &ctx, const DrawcallTreeNode &drawnode)
{
const D3D11_QUERY_DESC qtimedesc = {D3D11_QUERY_TIMESTAMP, 0};
const D3D11_QUERY_DESC qstatsdesc = {D3D11_QUERY_PIPELINE_STATISTICS, 0};
@@ -291,7 +291,7 @@ vector<CounterResult> D3D11DebugManager::FetchCounters(const vector<uint32_t> &c
return ret;
}
CounterContext ctx;
D3D11CounterContext ctx;
for(int loop = 0; loop < 1; loop++)
{
+2 -2
View File
@@ -44,7 +44,7 @@ class WrappedID3D11DeviceContext;
struct DrawcallTreeNode;
struct CounterContext;
struct D3D11CounterContext;
class D3D11ResourceManager;
@@ -591,7 +591,7 @@ private:
// called before the device is shutdown, to shutdown any counters
void PreDeviceShutdownCounters();
void FillTimers(CounterContext &ctx, const DrawcallTreeNode &drawnode);
void FillTimers(D3D11CounterContext &ctx, const DrawcallTreeNode &drawnode);
void FillCBuffer(ID3D11Buffer *buf, const void *data, size_t size);
};
+3 -3
View File
@@ -177,7 +177,7 @@ struct GPUQueries
uint32_t eventID;
};
struct CounterContext
struct GLCounterContext
{
uint32_t eventStart;
vector<GPUQueries> queries;
@@ -201,7 +201,7 @@ GLenum glCounters[] = {
eGL_COMPUTE_SHADER_INVOCATIONS_ARB // eCounter_CSInvocations
};
void GLReplay::FillTimers(CounterContext &ctx, const DrawcallTreeNode &drawnode,
void GLReplay::FillTimers(GLCounterContext &ctx, const DrawcallTreeNode &drawnode,
const vector<uint32_t> &counters)
{
if(drawnode.children.empty())
@@ -276,7 +276,7 @@ vector<CounterResult> GLReplay::FetchCounters(const vector<uint32_t> &counters)
MakeCurrentReplayContext(&m_ReplayCtx);
CounterContext ctx;
GLCounterContext ctx;
for(int loop = 0; loop < 1; loop++)
{
+2 -2
View File
@@ -34,7 +34,7 @@ using std::pair;
using std::map;
class WrappedOpenGL;
struct CounterContext;
struct GLCounterContext;
struct DrawcallTreeNode;
struct GLPostVSData
@@ -385,7 +385,7 @@ private:
// called before the context is destroyed, to shutdown any counters
void PreContextShutdownCounters();
void FillTimers(CounterContext &ctx, const DrawcallTreeNode &drawnode,
void FillTimers(GLCounterContext &ctx, const DrawcallTreeNode &drawnode,
const vector<uint32_t> &counters);
GLuint CreateShaderProgram(const vector<string> &vs, const vector<string> &fs,