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

@ -7,9 +7,15 @@
namespace DX11
{
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader)
: D3DCommon::Shader(stage, std::move(bytecode)), m_shader(shader)
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* shader,
std::string_view name)
: D3DCommon::Shader(stage, std::move(bytecode)), m_shader(shader), m_name(name)
{
if (!m_name.empty())
{
m_shader->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(m_name.size()),
m_name.data());
}
}
DXShader::~DXShader() = default;
@ -38,7 +44,8 @@ ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
return static_cast<ID3D11ComputeShader*>(m_shader.Get());
}
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode,
std::string_view name)
{
switch (stage)
{
@ -50,7 +57,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs.Get());
return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs.Get(), name);
}
case ShaderStage::Geometry:
@ -61,7 +68,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs.Get());
return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs.Get(), name);
}
break;
@ -73,7 +80,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps.Get());
return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps.Get(), name);
}
break;
@ -85,7 +92,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs.Get());
return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs.Get(), name);
}
break;