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See merge request ryubing/ryujinx!242
100 lines
4.8 KiB
C#
100 lines
4.8 KiB
C#
// ReSharper disable UnusedMember.Global
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namespace Ryujinx.Graphics.RenderDocApi
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{
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public enum CaptureOption
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{
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/// <summary>
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/// specifies whether the application is allowed to enable vsync. Default is on.
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/// </summary>
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AllowVsync = 0,
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/// <summary>
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/// specifies whether the application is allowed to enter exclusive fullscreen. Default is on.
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/// </summary>
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AllowFullscreen = 1,
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/// <summary>
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/// specifies whether (where possible) API-specific debugging is enabled. Default is off.
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/// </summary>
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ApiValidation = 2,
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/// <summary>
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/// specifies whether each API call should save a callstack. Default is off.
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/// </summary>
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CaptureCallstacks = 3,
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/// <summary>
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/// specifies whether, if <see cref="CaptureCallstacks"/> is enabled, callstacks are only saved on actions. Default is off.
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/// </summary>
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CaptureCallstacksOnlyDraws = 4,
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/// <summary>
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/// specifies a delay in seconds after launching a process to pause, to allow debuggers to attach. <br/>
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/// This will only apply to child processes since the delay happens at process startup. Default is 0.
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/// </summary>
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DelayForDebugger = 5,
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/// <summary>
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/// specifies whether any mapped memory updates should be bounds-checked for overruns,
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/// and uninitialised buffers are initialized to <code>0xDDDDDDDD</code> to catch use of uninitialised data.
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/// Only supported on D3D11 and OpenGL. Default is off.
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/// </summary>
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/// <remarks>
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/// This option is only valid for OpenGL and D3D11. Explicit APIs such as D3D12 and Vulkan do
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/// not do the same kind of interception & checking, and undefined contents are really undefined.
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/// </remarks>
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VerifyBufferAccess = 6,
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/// <summary>
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/// Hooks any system API calls that create child processes, and injects
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/// RenderDoc into them recursively with the same options.
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/// </summary>
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HookIntoChildren = 7,
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/// <summary>
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/// specifies whether all live resources at the time of capture should be included in the capture,
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/// even if they are not referenced by the frame. Default is off.
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/// </summary>
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RefAllSources = 8,
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/// <summary>
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/// By default, RenderDoc skips saving initial states for resources where the
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/// previous contents don't appear to be used, assuming that writes before
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/// reads indicate previous contents aren't used.
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/// </summary>
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/// <remarks>
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/// **NOTE**: As of RenderDoc v1.1 this option has been deprecated. Setting or
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/// getting it will be ignored, to allow compatibility with older versions.
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/// In v1.1 the option acts as if it's always enabled.
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/// </remarks>
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SaveAllInitials = 9,
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/// <summary>
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/// In APIs that allow for the recording of command lists to be replayed later,
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/// RenderDoc may choose to not capture command lists before a frame capture is
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/// triggered, to reduce overheads. This means any command lists recorded once
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/// and replayed many times will not be available and may cause a failure to
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/// capture.
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/// </summary>
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/// <remarks>
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/// NOTE: This is only true for APIs where multithreading is difficult or
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/// discouraged. Newer APIs like Vulkan and D3D12 will ignore this option
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/// and always capture all command lists since the API is heavily oriented
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/// around it and the overheads have been reduced by API design.
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/// </remarks>
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CaptureAllCmdLists = 10,
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/// <summary>
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/// Mute API debugging output when the <see cref="ApiValidation"/> option is enabled.
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/// </summary>
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DebugOutputMute = 11,
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/// <summary>
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/// Allow vendor extensions to be used even when they may be
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/// incompatible with RenderDoc and cause corrupted replays or crashes.
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/// </summary>
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AllowUnsupportedVendorExtensions = 12,
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/// <summary>
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/// Define a soft memory limit which some APIs may aim to keep overhead under where
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/// possible. Anything above this limit will where possible be saved directly to disk during
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/// capture.<br/>
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/// This will cause increased disk space use (which may cause a capture to fail if disk space is
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/// exhausted) as well as slower capture times.
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/// <br/><br/>
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/// Not all memory allocations may be deferred like this so it is not a guarantee of a memory
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/// limit.
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/// <br/><br/>
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/// Units are in MBs, suggested values would range from 200MB to 1000MB.
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/// </summary>
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SoftMemoryLimit = 13,
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}
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}
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