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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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@ -38,7 +38,8 @@ bool SWRenderer::IsHeadless() const
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return m_window->IsHeadless();
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}
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std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config)
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std::unique_ptr<AbstractTexture> SWRenderer::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<SWTexture>(config);
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}
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@ -78,13 +79,15 @@ public:
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};
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std::unique_ptr<AbstractShader>
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SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
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SWRenderer::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<SWShader>(stage);
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}
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std::unique_ptr<AbstractShader> SWRenderer::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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SWRenderer::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<SWShader>(stage);
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}
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