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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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@ -93,7 +93,8 @@ public:
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virtual bool IsFullscreen() const { return false; }
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virtual void BeginUtilityDrawing();
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virtual void EndUtilityDrawing();
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virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
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std::string_view name = "") = 0;
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virtual std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) = 0;
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virtual std::unique_ptr<AbstractFramebuffer>
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@ -125,9 +126,11 @@ public:
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// Shader modules/objects.
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virtual std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) = 0;
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virtual std::unique_ptr<AbstractShader>
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CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
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std::string_view source,
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std::string_view name = "") = 0;
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virtual std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length,
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std::string_view name = "") = 0;
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virtual std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) = 0;
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virtual std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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