debug: Make Instance sorting easier.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -132,7 +132,7 @@ static bool vkd3d_shader_debug_ring_print_message(struct vkd3d_shader_debug_ring
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/* We got this from our internal debug shaders. Pretty-print.
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* TODO: Might consider a callback system that listeners from different subsystems can listen to and print their own messages,
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* but that is overengineering at this time ... */
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snprintf(message_buffer, sizeof(message_buffer), "ExecuteIndirect: Instance %u, Debug tag %u, DrawID %u (ThreadID %u): ",
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snprintf(message_buffer, sizeof(message_buffer), "ExecuteIndirect: Instance %010u, Debug tag %u, DrawID %u (ThreadID %u): ",
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debug_instance, debug_thread_id[0], debug_thread_id[1], debug_thread_id[2]);
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if (message_word_count == 2)
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@ -181,7 +181,7 @@ static bool vkd3d_shader_debug_ring_print_message(struct vkd3d_shader_debug_ring
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}
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else
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{
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snprintf(message_buffer, sizeof(message_buffer), "Shader: %"PRIx64": Instance %u, ID (%u, %u, %u):",
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snprintf(message_buffer, sizeof(message_buffer), "Shader: %"PRIx64": Instance %010u, ID (%u, %u, %u):",
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shader_hash, debug_instance,
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debug_thread_id[0], debug_thread_id[1], debug_thread_id[2]);
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