win-capture/graphics-hook: Separate some debugging stuff
Reduces debugging spam when debugging Vulkan capture is needed in the hook.
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@ -816,7 +816,10 @@ static void vk_shtex_capture(struct vk_data *data,
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VkCommandBuffer cmd_buffer = pool_data->cmd_buffers[image_index];
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res = funcs->BeginCommandBuffer(cmd_buffer, &begin_info);
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#ifdef MORE_DEBUGGING
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debug_res("BeginCommandBuffer", res);
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#endif
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/* ------------------------------------------------------ */
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/* transition shared texture if necessary */
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@ -950,7 +953,10 @@ static void vk_shtex_capture(struct vk_data *data,
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VkFence fence = pool_data->fences[image_index];
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res = funcs->QueueSubmit(queue, 1, &submit_info, fence);
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#ifdef MORE_DEBUGGING
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debug_res("QueueSubmit", res);
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#endif
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if (res == VK_SUCCESS)
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pool_data->cmd_buffer_busy[image_index] = true;
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@ -968,9 +974,11 @@ static void vk_capture(struct vk_data *data, VkQueue queue,
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HWND window = NULL;
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uint32_t idx = 0;
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#ifdef MORE_DEBUGGING
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debug("QueuePresentKHR called on "
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"devicekey %p, swapchain count %d",
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&data->funcs, info->swapchainCount);
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#endif
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/* use first swap chain associated with a window */
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for (; idx < info->swapchainCount; idx++) {
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@ -850,6 +850,7 @@ DXGI_FORMAT vk_format_to_dxgi(VkFormat format)
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}
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//#define DEBUG_PRINT
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//#define MORE_DEBUGGING
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//#define DEBUG_PRINT_PROCADDR
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#ifdef DEBUG_PRINT
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