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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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@ -4,6 +4,7 @@
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#pragma once
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#include <memory>
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#include <string>
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#include <string_view>
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3DCommon/Shader.h"
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@ -18,15 +19,19 @@ public:
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ID3D12PipelineState* GetComputePipeline() const { return m_compute_pipeline.Get(); }
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D3D12_SHADER_BYTECODE GetD3DByteCode() const;
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static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
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static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source);
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static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode,
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std::string_view name);
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static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source,
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std::string_view name);
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private:
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DXShader(ShaderStage stage, BinaryData bytecode);
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DXShader(ShaderStage stage, BinaryData bytecode, std::string_view name);
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bool CreateComputePipeline();
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ComPtr<ID3D12PipelineState> m_compute_pipeline;
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std::wstring m_name;
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};
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} // namespace DX12
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