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kc3-lang/angle/src/libANGLE/Overlay_autogen.h

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  • Author : Jamie Madill
    Date : 2021-03-24 17:56:38
    Hash : ccc0fbaa
    Message : Vulkan: Related fixes for buffer descriptor set cache. Includes some stats counter gathering and a few related refactors and cleanups. Also includes a new overlay widget. Bug: angleproject:5736 Change-Id: Ida8d2cd815c5b598c6a442dd9bbfdf51e9c05180 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2785431 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Tim Van Patten <timvp@google.com>

  • src/libANGLE/Overlay_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by gen_overlay_widgets.py using data from overlay_widgets.json.
    //
    // Copyright 2019 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // Overlay_autogen.cpp:
    //   Autogenerated overlay widget declarations.
    
    namespace gl
    {
    enum class WidgetId
    {
        // Frames per second (Count/Second).
        FPS,
        // Last validation error (Text).
        VulkanLastValidationMessage,
        // Number of validation errors and warnings (Count).
        VulkanValidationMessageCount,
        // Number of RenderPasses in a frame (Count).
        VulkanRenderPassCount,
        // Number of buffers used in RenderPasses (Count).
        VulkanRenderPassBufferCount,
        // Secondary Command Buffer pool memory waste (Bytes).
        VulkanSecondaryCommandBufferPoolWaste,
        // Number of Descriptor Set writes in a frame (Count).
        VulkanWriteDescriptorSetCount,
        // Descriptor Set Allocations.
        VulkanDescriptorSetAllocations,
        // Shader Buffer Descriptor Set Cache Hit Rate.
        VulkanShaderBufferDSHitRate,
        // Buffer Allocations Made By vk::DynamicBuffer.
        VulkanDynamicBufferAllocations,
    
        InvalidEnum,
        EnumCount = InvalidEnum,
    };
    
    // We can use this "X" macro to generate multiple code patterns.
    #define ANGLE_WIDGET_ID_X(PROC)                 \
        PROC(FPS)                                   \
        PROC(VulkanLastValidationMessage)           \
        PROC(VulkanValidationMessageCount)          \
        PROC(VulkanRenderPassCount)                 \
        PROC(VulkanRenderPassBufferCount)           \
        PROC(VulkanSecondaryCommandBufferPoolWaste) \
        PROC(VulkanWriteDescriptorSetCount)         \
        PROC(VulkanDescriptorSetAllocations)        \
        PROC(VulkanShaderBufferDSHitRate)           \
        PROC(VulkanDynamicBufferAllocations)
    
    }  // namespace gl