// 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