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

@ -5,6 +5,7 @@
#include <cstddef>
#include <memory>
#include <string>
#include <string_view>
#include "Common/CommonTypes.h"
@ -16,8 +17,9 @@ namespace OGL
class OGLShader final : public AbstractShader
{
public:
explicit OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source);
explicit OGLShader(GLuint gl_compute_program_id, std::string source);
explicit OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source,
std::string name);
explicit OGLShader(GLuint gl_compute_program_id, std::string source, std::string name);
~OGLShader() override;
u64 GetID() const { return m_id; }
@ -26,7 +28,8 @@ public:
GLuint GetGLComputeProgramID() const { return m_gl_compute_program_id; }
const std::string& GetSource() const { return m_source; }
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, std::string_view source);
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, std::string_view source,
std::string_view name);
private:
u64 m_id;
@ -34,6 +37,7 @@ private:
GLuint m_gl_id = 0;
GLuint m_gl_compute_program_id = 0;
std::string m_source;
std::string m_name;
};
} // namespace OGL