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VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc
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@ -62,9 +62,10 @@ void Renderer::Shutdown()
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::Renderer::Shutdown();
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config,
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std::string_view name)
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{
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return DXTexture::Create(config);
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return DXTexture::Create(config, name);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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@ -80,16 +81,17 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
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static_cast<DXTexture*>(depth_attachment));
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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std::string_view source)
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std::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
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{
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return DXShader::CreateFromSource(stage, source);
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return DXShader::CreateFromSource(stage, source, name);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length)
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const void* data, size_t length,
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std::string_view name)
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{
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return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length));
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return DXShader::CreateFromBytecode(stage, DXShader::CreateByteCode(data, length), name);
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}
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std::unique_ptr<NativeVertexFormat>
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