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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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@ -28,7 +28,8 @@ bool Renderer::IsHeadless() const
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return true;
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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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[[maybe_unused]] std::string_view name)
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{
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return std::make_unique<NullTexture>(config);
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}
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@ -46,13 +47,15 @@ public:
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};
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std::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
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Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source,
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[[maybe_unused]] std::string_view name)
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{
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return std::make_unique<NullShader>(stage);
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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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std::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length,
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[[maybe_unused]] std::string_view name)
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{
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return std::make_unique<NullShader>(stage);
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}
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