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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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@ -82,9 +82,10 @@ void Renderer::Shutdown()
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m_swap_chain.reset();
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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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std::string_view name)
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{
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return VKTexture::Create(config);
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return VKTexture::Create(config, name);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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@ -93,16 +94,17 @@ std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTe
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return VKStagingTexture::Create(type, config);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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std::string_view source)
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std::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
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{
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return VKShader::CreateFromSource(stage, source);
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return VKShader::CreateFromSource(stage, source, name);
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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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const void* data, size_t length,
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std::string_view name)
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{
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return VKShader::CreateFromBinary(stage, data, length);
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return VKShader::CreateFromBinary(stage, data, length, name);
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}
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std::unique_ptr<NativeVertexFormat>
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