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// 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 Resource Descriptor Set Cache Hit Rate.
VulkanShaderResourceDSHitRate,
// Buffer Allocations Made By vk::DynamicBuffer.
VulkanDynamicBufferAllocations,
// Total size of all descriptor set caches
VulkanDescriptorCacheSize,
// Number of cached Texture descriptor sets
VulkanTextureDescriptorCacheSize,
// Number of cached default uniform descriptor sets
VulkanUniformDescriptorCacheSize,
// Total size of all keys in the descriptor set caches
VulkanDescriptorCacheKeySize,
// Number of times the Vulkan backend attempted to submit commands
VulkanAttemptedSubmissions,
// Number of times the Vulkan backend actually submitted commands
VulkanActualSubmissions,
// Number of times the Vulkan backend has looked up the pipeline cache
VulkanPipelineCacheLookups,
// Number of times the Vulkan backend has missed the pipeline cache
VulkanPipelineCacheMisses,
// Total time spent creating pipelines that missed the cache.
VulkanTotalPipelineCacheMissTimeMs,
// Total time spent creating pipelines that hit the cache.
VulkanTotalPipelineCacheHitTimeMs,
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(VulkanShaderResourceDSHitRate) \
PROC(VulkanDynamicBufferAllocations) \
PROC(VulkanDescriptorCacheSize) \
PROC(VulkanTextureDescriptorCacheSize) \
PROC(VulkanUniformDescriptorCacheSize) \
PROC(VulkanDescriptorCacheKeySize) \
PROC(VulkanAttemptedSubmissions) \
PROC(VulkanActualSubmissions) \
PROC(VulkanPipelineCacheLookups) \
PROC(VulkanPipelineCacheMisses) \
PROC(VulkanTotalPipelineCacheMissTimeMs) \
PROC(VulkanTotalPipelineCacheHitTimeMs)
} // namespace gl