// 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
{ enumclass 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
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