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KHR_debug can do more than just spam you every time you call glBufferData, it also has a cool thing called debug groups. They don't do anything normally but you can use them to group related draw calls into collapsible lists in renderdoc. For example, here's a diesel engine frame:
They're very simple to use:
glPushDebugGroup( GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Hello" );
...
glPopDebugGroup();
Put those calls in your render pass setup code, also check
GLAD_GL_KHR_debug != 0
if you're still on pleb GL like we are, and
you're done.