// ReSharper disable UnusedMember.Global namespace Ryujinx.Graphics.RenderDocApi { public enum CaptureOption { /// /// specifies whether the application is allowed to enable vsync. Default is on. /// AllowVsync = 0, /// /// specifies whether the application is allowed to enter exclusive fullscreen. Default is on. /// AllowFullscreen = 1, /// /// specifies whether (where possible) API-specific debugging is enabled. Default is off. /// ApiValidation = 2, /// /// specifies whether each API call should save a callstack. Default is off. /// CaptureCallstacks = 3, /// /// specifies whether, if is enabled, callstacks are only saved on actions. Default is off. /// CaptureCallstacksOnlyDraws = 4, /// /// specifies a delay in seconds after launching a process to pause, to allow debuggers to attach.
/// This will only apply to child processes since the delay happens at process startup. Default is 0. ///
DelayForDebugger = 5, /// /// specifies whether any mapped memory updates should be bounds-checked for overruns, /// and uninitialised buffers are initialized to 0xDDDDDDDD to catch use of uninitialised data. /// Only supported on D3D11 and OpenGL. Default is off. /// /// /// This option is only valid for OpenGL and D3D11. Explicit APIs such as D3D12 and Vulkan do /// not do the same kind of interception & checking, and undefined contents are really undefined. /// VerifyBufferAccess = 6, /// /// Hooks any system API calls that create child processes, and injects /// RenderDoc into them recursively with the same options. /// HookIntoChildren = 7, /// /// specifies whether all live resources at the time of capture should be included in the capture, /// even if they are not referenced by the frame. Default is off. /// RefAllSources = 8, /// /// By default, RenderDoc skips saving initial states for resources where the /// previous contents don't appear to be used, assuming that writes before /// reads indicate previous contents aren't used. /// /// /// **NOTE**: As of RenderDoc v1.1 this option has been deprecated. Setting or /// getting it will be ignored, to allow compatibility with older versions. /// In v1.1 the option acts as if it's always enabled. /// SaveAllInitials = 9, /// /// In APIs that allow for the recording of command lists to be replayed later, /// RenderDoc may choose to not capture command lists before a frame capture is /// triggered, to reduce overheads. This means any command lists recorded once /// and replayed many times will not be available and may cause a failure to /// capture. /// /// /// NOTE: This is only true for APIs where multithreading is difficult or /// discouraged. Newer APIs like Vulkan and D3D12 will ignore this option /// and always capture all command lists since the API is heavily oriented /// around it and the overheads have been reduced by API design. /// CaptureAllCmdLists = 10, /// /// Mute API debugging output when the option is enabled. /// DebugOutputMute = 11, /// /// Allow vendor extensions to be used even when they may be /// incompatible with RenderDoc and cause corrupted replays or crashes. /// AllowUnsupportedVendorExtensions = 12, /// /// Define a soft memory limit which some APIs may aim to keep overhead under where /// possible. Anything above this limit will where possible be saved directly to disk during /// capture.
/// This will cause increased disk space use (which may cause a capture to fail if disk space is /// exhausted) as well as slower capture times. ///

/// Not all memory allocations may be deferred like this so it is not a guarantee of a memory /// limit. ///

/// Units are in MBs, suggested values would range from 200MB to 1000MB. ///
SoftMemoryLimit = 13, } }