VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc

This commit is contained in:
iwubcode
2021-08-28 00:30:05 -05:00
parent 9b83cf3e7f
commit 1f2f505373
32 changed files with 276 additions and 133 deletions

View File

@ -52,9 +52,10 @@ bool Renderer::IsHeadless() const
return !m_swap_chain;
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config,
std::string_view name)
{
return DXTexture::Create(config);
return DXTexture::Create(config, name);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
@ -70,20 +71,21 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
static_cast<DXTexture*>(depth_attachment));
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
std::string_view source)
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
{
auto bytecode = DXShader::CompileShader(D3D::feature_level, stage, source);
if (!bytecode)
return nullptr;
return DXShader::CreateFromBytecode(stage, std::move(*bytecode));
return DXShader::CreateFromBytecode(stage, std::move(*bytecode), name);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
const void* data, size_t length,
std::string_view name)
{
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length), name);
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,