1 // GENERATED FILE - DO NOT EDIT. 2 // Generated by gen_overlay_widgets.py using data from overlay_widgets.json. 3 // 4 // Copyright 2019 The ANGLE Project Authors. All rights reserved. 5 // Use of this source code is governed by a BSD-style license that can be 6 // found in the LICENSE file. 7 // 8 // Overlay_autogen.cpp: 9 // Autogenerated overlay widget declarations. 10 11 namespace gl 12 { 13 enum class WidgetId 14 { 15 // Frames per second (Count/Second). 16 FPS, 17 // Last validation error (Text). 18 VulkanLastValidationMessage, 19 // Number of validation errors and warnings (Count). 20 VulkanValidationMessageCount, 21 // Number of RenderPasses in a frame (Count). 22 VulkanRenderPassCount, 23 // Secondary Command Buffer pool memory waste (Bytes). 24 VulkanSecondaryCommandBufferPoolWaste, 25 // Number of Descriptor Set writes in a frame (Count). 26 VulkanWriteDescriptorSetCount, 27 // Descriptor Set Allocations. 28 VulkanDescriptorSetAllocations, 29 // Shader Resource Descriptor Set Cache Hit Rate. 30 VulkanShaderResourceDSHitRate, 31 // Buffer Allocations Made By vk::DynamicBuffer. 32 VulkanDynamicBufferAllocations, 33 // Total size of all descriptor set caches 34 VulkanDescriptorCacheSize, 35 // Number of cached Texture descriptor sets 36 VulkanTextureDescriptorCacheSize, 37 // Number of cached default uniform descriptor sets 38 VulkanUniformDescriptorCacheSize, 39 // Total size of all keys in the descriptor set caches 40 VulkanDescriptorCacheKeySize, 41 // Number of times the Vulkan backend attempted to submit commands 42 VulkanAttemptedSubmissions, 43 // Number of times the Vulkan backend actually submitted commands 44 VulkanActualSubmissions, 45 // Number of times the Vulkan backend has looked up the pipeline cache 46 VulkanPipelineCacheLookups, 47 // Number of times the Vulkan backend has missed the pipeline cache 48 VulkanPipelineCacheMisses, 49 // Total time spent creating pipelines that missed the cache. 50 VulkanTotalPipelineCacheMissTimeMs, 51 // Total time spent creating pipelines that hit the cache. 52 VulkanTotalPipelineCacheHitTimeMs, 53 54 InvalidEnum, 55 EnumCount = InvalidEnum, 56 }; 57 58 // We can use this "X" macro to generate multiple code patterns. 59 #define ANGLE_WIDGET_ID_X(PROC) \ 60 PROC(FPS) \ 61 PROC(VulkanLastValidationMessage) \ 62 PROC(VulkanValidationMessageCount) \ 63 PROC(VulkanRenderPassCount) \ 64 PROC(VulkanSecondaryCommandBufferPoolWaste) \ 65 PROC(VulkanWriteDescriptorSetCount) \ 66 PROC(VulkanDescriptorSetAllocations) \ 67 PROC(VulkanShaderResourceDSHitRate) \ 68 PROC(VulkanDynamicBufferAllocations) \ 69 PROC(VulkanDescriptorCacheSize) \ 70 PROC(VulkanTextureDescriptorCacheSize) \ 71 PROC(VulkanUniformDescriptorCacheSize) \ 72 PROC(VulkanDescriptorCacheKeySize) \ 73 PROC(VulkanAttemptedSubmissions) \ 74 PROC(VulkanActualSubmissions) \ 75 PROC(VulkanPipelineCacheLookups) \ 76 PROC(VulkanPipelineCacheMisses) \ 77 PROC(VulkanTotalPipelineCacheMissTimeMs) \ 78 PROC(VulkanTotalPipelineCacheHitTimeMs) 79 80 } // namespace gl 81