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

@ -23,17 +23,26 @@ static GLenum GetGLShaderTypeForStage(ShaderStage stage)
}
}
OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source)
OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source,
std::string name)
: AbstractShader(stage), m_id(ProgramShaderCache::GenerateShaderID()), m_type(gl_type),
m_gl_id(gl_id), m_source(std::move(source))
m_gl_id(gl_id), m_source(std::move(source)), m_name(std::move(name))
{
if (!m_name.empty())
{
glObjectLabel(GetGLShaderTypeForStage(stage), m_gl_id, -1, m_name.c_str());
}
}
OGLShader::OGLShader(GLuint gl_compute_program_id, std::string source)
OGLShader::OGLShader(GLuint gl_compute_program_id, std::string source, std::string name)
: AbstractShader(ShaderStage::Compute), m_id(ProgramShaderCache::GenerateShaderID()),
m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id),
m_source(std::move(source))
m_source(std::move(source)), m_name(std::move(name))
{
if (!m_name.empty())
{
glObjectLabel(GL_COMPUTE_SHADER, m_gl_compute_program_id, -1, m_name.c_str());
}
}
OGLShader::~OGLShader()
@ -44,9 +53,11 @@ OGLShader::~OGLShader()
glDeleteProgram(m_gl_compute_program_id);
}
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source)
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source,
std::string_view name)
{
std::string source_str(source);
std::string name_str(name);
if (stage != ShaderStage::Compute)
{
GLenum shader_type = GetGLShaderTypeForStage(stage);
@ -54,14 +65,15 @@ std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::s
if (!shader_id)
return nullptr;
return std::make_unique<OGLShader>(stage, shader_type, shader_id, std::move(source_str));
return std::make_unique<OGLShader>(stage, shader_type, shader_id, std::move(source_str),
std::move(name_str));
}
// Compute shaders.
SHADER prog;
if (!ProgramShaderCache::CompileComputeShader(prog, source_str))
return nullptr;
return std::make_unique<OGLShader>(prog.glprogid, std::move(source_str));
return std::make_unique<OGLShader>(prog.glprogid, std::move(source_str), std::move(name_str));
}
} // namespace OGL