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Use proper scale for next time of collapsed items.
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e8286600d1
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@ -2928,7 +2928,7 @@ void View::DrawContextSwitches( const ContextSwitch* ctx, bool hover, double pxn
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const auto px0 = std::max( ( ev.Start() - m_vd.zvStart ) * pxns, -10.0 );
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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auto rend = end;
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auto nextTime = end + MinCtxSize;
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auto nextTime = end + MinCtxSize * nspx;
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for(;;)
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{
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const auto prevIt = it;
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@ -3056,7 +3056,7 @@ int View::DrawZoneLevel( const Vector<ZoneEvent*>& vec, bool hover, double pxns,
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const auto px0 = ( ev.Start() - m_vd.zvStart ) * pxns;
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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auto rend = end;
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auto nextTime = end + MinVisSize;
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auto nextTime = end + MinVisSize * nspx;
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for(;;)
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{
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const auto prevIt = it;
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@ -3262,7 +3262,7 @@ int View::SkipZoneLevel( const Vector<ZoneEvent*>& vec, bool hover, double pxns,
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if( zsz < MinVisSize )
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{
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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auto nextTime = end + MinVisSize;
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auto nextTime = end + MinVisSize * nspx;
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for(;;)
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{
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const auto prevIt = it;
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@ -3348,7 +3348,7 @@ int View::DrawGpuZoneLevel( const Vector<GpuEvent*>& vec, bool hover, double pxn
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const auto px0 = ( start - m_vd.zvStart ) * pxns;
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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auto rend = end;
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auto nextTime = end + MinVisSize;
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auto nextTime = end + MinVisSize * nspx;
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for(;;)
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{
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const auto prevIt = it;
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@ -3498,7 +3498,7 @@ int View::SkipGpuZoneLevel( const Vector<GpuEvent*>& vec, bool hover, double pxn
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if( zsz < MinVisSize )
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{
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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auto nextTime = end;
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auto nextTime = end + MinVisSize * nspx;
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for(;;)
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{
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const auto prevIt = it;
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@ -4494,7 +4494,7 @@ int View::DrawCpuData( int offset, double pxns, const ImVec2& wpos, bool hover,
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const auto px0 = ( start - m_vd.zvStart ) * pxns;
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auto px1 = ( end - m_vd.zvStart ) * pxns;
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auto rend = end;
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auto nextTime = end + MinVisSize;
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auto nextTime = end + MinVisSize * nspx;
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for(;;)
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{
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const auto prevIt = it;
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