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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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@ -11,16 +11,35 @@
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namespace Vulkan
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{
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VKShader::VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod)
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VKShader::VKShader(ShaderStage stage, std::vector<u32> spv, VkShaderModule mod,
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std::string_view name)
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: AbstractShader(stage), m_spv(std::move(spv)), m_module(mod),
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m_compute_pipeline(VK_NULL_HANDLE)
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m_compute_pipeline(VK_NULL_HANDLE), m_name(name)
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{
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if (!m_name.empty())
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{
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VkDebugUtilsObjectNameInfoEXT name_info = {};
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name_info.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
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name_info.objectType = VK_OBJECT_TYPE_SHADER_MODULE;
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name_info.objectHandle = reinterpret_cast<uint64_t>(m_module);
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name_info.pObjectName = m_name.data();
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vkSetDebugUtilsObjectNameEXT(g_vulkan_context->GetDevice(), &name_info);
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}
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}
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VKShader::VKShader(std::vector<u32> spv, VkPipeline compute_pipeline)
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VKShader::VKShader(std::vector<u32> spv, VkPipeline compute_pipeline, std::string_view name)
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: AbstractShader(ShaderStage::Compute), m_spv(std::move(spv)), m_module(VK_NULL_HANDLE),
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m_compute_pipeline(compute_pipeline)
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m_compute_pipeline(compute_pipeline), m_name(name)
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{
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if (!m_name.empty())
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{
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VkDebugUtilsObjectNameInfoEXT name_info = {};
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name_info.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT;
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name_info.objectType = VK_OBJECT_TYPE_PIPELINE;
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name_info.objectHandle = reinterpret_cast<uint64_t>(m_compute_pipeline);
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name_info.pObjectName = m_name.data();
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vkSetDebugUtilsObjectNameEXT(g_vulkan_context->GetDevice(), &name_info);
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}
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}
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VKShader::~VKShader()
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@ -38,8 +57,8 @@ AbstractShader::BinaryData VKShader::GetBinary() const
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return ret;
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}
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static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
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ShaderCompiler::SPIRVCodeVector spv)
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static std::unique_ptr<VKShader>
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CreateShaderObject(ShaderStage stage, ShaderCompiler::SPIRVCodeVector spv, std::string_view name)
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{
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VkShaderModuleCreateInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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@ -56,7 +75,7 @@ static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
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// If it's a graphics shader, we defer pipeline creation.
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if (stage != ShaderStage::Compute)
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return std::make_unique<VKShader>(stage, std::move(spv), mod);
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return std::make_unique<VKShader>(stage, std::move(spv), mod, name);
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// If it's a compute shader, we create the pipeline straight away.
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const VkComputePipelineCreateInfo pipeline_info = {
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@ -82,10 +101,11 @@ static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
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return nullptr;
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}
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return std::make_unique<VKShader>(std::move(spv), pipeline);
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return std::make_unique<VKShader>(std::move(spv), pipeline, name);
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}
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std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source)
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std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source,
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std::string_view name)
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{
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std::optional<ShaderCompiler::SPIRVCodeVector> spv;
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switch (stage)
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@ -109,11 +129,11 @@ std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::str
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if (!spv)
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return nullptr;
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return CreateShaderObject(stage, std::move(*spv));
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return CreateShaderObject(stage, std::move(*spv), name);
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}
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std::unique_ptr<VKShader> VKShader::CreateFromBinary(ShaderStage stage, const void* data,
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size_t length)
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size_t length, std::string_view name)
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{
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const size_t size_in_words = Common::AlignUp(length, sizeof(ShaderCompiler::SPIRVCodeType)) /
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sizeof(ShaderCompiler::SPIRVCodeType);
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@ -121,7 +141,7 @@ std::unique_ptr<VKShader> VKShader::CreateFromBinary(ShaderStage stage, const vo
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if (length > 0)
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std::memcpy(spv.data(), data, length);
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return CreateShaderObject(stage, std::move(spv));
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return CreateShaderObject(stage, std::move(spv), name);
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}
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} // namespace Vulkan
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