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https://github.com/baldurk/renderdoc.git
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Update D3D12 enum's stringise
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@@ -328,6 +328,9 @@ rdcstr DoStringise(const D3D12_QUERY_HEAP_TYPE &el)
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STRINGISE_ENUM(D3D12_QUERY_HEAP_TYPE_TIMESTAMP)
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STRINGISE_ENUM(D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS)
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STRINGISE_ENUM(D3D12_QUERY_HEAP_TYPE_SO_STATISTICS)
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STRINGISE_ENUM(D3D12_QUERY_HEAP_TYPE_VIDEO_DECODE_STATISTICS)
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STRINGISE_ENUM(D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP)
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STRINGISE_ENUM(D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS1)
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}
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END_ENUM_STRINGISE();
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}
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@@ -345,6 +348,8 @@ rdcstr DoStringise(const D3D12_QUERY_TYPE &el)
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STRINGISE_ENUM(D3D12_QUERY_TYPE_SO_STATISTICS_STREAM1)
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STRINGISE_ENUM(D3D12_QUERY_TYPE_SO_STATISTICS_STREAM2)
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STRINGISE_ENUM(D3D12_QUERY_TYPE_SO_STATISTICS_STREAM3)
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STRINGISE_ENUM(D3D12_QUERY_TYPE_VIDEO_DECODE_STATISTICS)
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STRINGISE_ENUM(D3D12_QUERY_TYPE_PIPELINE_STATISTICS1)
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}
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END_ENUM_STRINGISE();
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}
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@@ -746,6 +751,7 @@ rdcstr DoStringise(const D3D12_INDIRECT_ARGUMENT_TYPE &el)
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STRINGISE_ENUM(D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW)
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STRINGISE_ENUM(D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW)
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STRINGISE_ENUM(D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW)
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STRINGISE_ENUM(D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS)
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STRINGISE_ENUM(D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_MESH)
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}
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END_ENUM_STRINGISE();
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@@ -815,6 +821,7 @@ rdcstr DoStringise(const D3D12_TILED_RESOURCES_TIER &el)
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STRINGISE_ENUM(D3D12_TILED_RESOURCES_TIER_1)
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STRINGISE_ENUM(D3D12_TILED_RESOURCES_TIER_2)
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STRINGISE_ENUM(D3D12_TILED_RESOURCES_TIER_3)
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STRINGISE_ENUM(D3D12_TILED_RESOURCES_TIER_4)
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}
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END_ENUM_STRINGISE();
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}
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@@ -828,6 +835,8 @@ rdcstr DoStringise(const D3D12_RESOLVE_MODE &el)
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STRINGISE_ENUM(D3D12_RESOLVE_MODE_DECOMPRESS)
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STRINGISE_ENUM(D3D12_RESOLVE_MODE_MAX)
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STRINGISE_ENUM(D3D12_RESOLVE_MODE_MIN)
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STRINGISE_ENUM(D3D12_RESOLVE_MODE_ENCODE_SAMPLER_FEEDBACK)
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STRINGISE_ENUM(D3D12_RESOLVE_MODE_DECODE_SAMPLER_FEEDBACK)
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}
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END_ENUM_STRINGISE();
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}
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@@ -853,6 +862,9 @@ rdcstr DoStringise(const D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE &el)
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STRINGISE_ENUM(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE)
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STRINGISE_ENUM(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR)
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STRINGISE_ENUM(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS)
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STRINGISE_ENUM(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE_LOCAL_RENDER)
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STRINGISE_ENUM(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE_LOCAL_SRV)
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STRINGISE_ENUM(D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE_LOCAL_UAV)
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}
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END_ENUM_STRINGISE();
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}
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@@ -866,6 +878,9 @@ rdcstr DoStringise(const D3D12_RENDER_PASS_ENDING_ACCESS_TYPE &el)
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STRINGISE_ENUM(D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE)
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STRINGISE_ENUM(D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE)
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STRINGISE_ENUM(D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS)
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STRINGISE_ENUM(D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE_LOCAL_RENDER)
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STRINGISE_ENUM(D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE_LOCAL_SRV)
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STRINGISE_ENUM(D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE_LOCAL_UAV)
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}
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END_ENUM_STRINGISE();
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}
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@@ -925,6 +940,8 @@ rdcstr DoStringise(const D3D12_SHADER_VISIBILITY &el)
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STRINGISE_ENUM(D3D12_SHADER_VISIBILITY_DOMAIN)
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STRINGISE_ENUM(D3D12_SHADER_VISIBILITY_GEOMETRY)
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STRINGISE_ENUM(D3D12_SHADER_VISIBILITY_PIXEL)
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STRINGISE_ENUM(D3D12_SHADER_VISIBILITY_AMPLIFICATION)
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STRINGISE_ENUM(D3D12_SHADER_VISIBILITY_MESH)
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}
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END_ENUM_STRINGISE();
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}
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@@ -937,6 +954,8 @@ rdcstr DoStringise(const D3D12_STATIC_BORDER_COLOR &el)
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STRINGISE_ENUM(D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK)
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STRINGISE_ENUM(D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK)
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STRINGISE_ENUM(D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE)
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STRINGISE_ENUM(D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK_UINT)
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STRINGISE_ENUM(D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE_UINT)
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}
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END_ENUM_STRINGISE();
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}
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@@ -1087,6 +1106,10 @@ rdcstr DoStringise(const D3D12_HEAP_FLAGS &el)
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STRINGISE_BITFIELD_BIT(D3D12_HEAP_FLAG_CREATE_NOT_RESIDENT);
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STRINGISE_BITFIELD_BIT(D3D12_HEAP_FLAG_CREATE_NOT_ZEROED);
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STRINGISE_BITFIELD_BIT(D3D12_HEAP_FLAG_TOOLS_USE_MANUAL_WRITE_TRACKING);
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STRINGISE_BITFIELD_BIT(D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES);
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STRINGISE_BITFIELD_BIT(D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
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STRINGISE_BITFIELD_BIT(D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES);
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STRINGISE_BITFIELD_BIT(D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES);
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}
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END_BITFIELD_STRINGISE();
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}
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@@ -1100,6 +1123,7 @@ rdcstr DoStringise(const D3D12_FENCE_FLAGS &el)
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STRINGISE_BITFIELD_BIT(D3D12_FENCE_FLAG_SHARED);
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STRINGISE_BITFIELD_BIT(D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER);
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STRINGISE_BITFIELD_BIT(D3D12_FENCE_FLAG_NON_MONITORED);
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}
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END_BITFIELD_STRINGISE();
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}
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@@ -1298,6 +1322,8 @@ rdcstr DoStringise(const D3D12_RENDER_PASS_FLAGS &el)
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STRINGISE_BITFIELD_BIT(D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES);
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STRINGISE_BITFIELD_BIT(D3D12_RENDER_PASS_FLAG_SUSPENDING_PASS);
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STRINGISE_BITFIELD_BIT(D3D12_RENDER_PASS_FLAG_RESUMING_PASS);
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STRINGISE_BITFIELD_BIT(D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_DEPTH);
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STRINGISE_BITFIELD_BIT(D3D12_RENDER_PASS_FLAG_BIND_READ_ONLY_STENCIL);
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}
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END_BITFIELD_STRINGISE();
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}
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