VideoCommon: Add names for textures and shaders

This commit is contained in:
Pokechu22
2021-12-09 14:00:08 -08:00
parent 85d2ea0dd2
commit afd02b79a5
9 changed files with 146 additions and 46 deletions

View File

@ -995,7 +995,7 @@ bool Renderer::InitializeImGui()
m_imgui_vertex_format = CreateNativeVertexFormat(vdecl);
if (!m_imgui_vertex_format)
{
PanicAlertFmt("Failed to create imgui vertex format");
PanicAlertFmt("Failed to create ImGui vertex format");
return false;
}
@ -1008,10 +1008,11 @@ bool Renderer::InitializeImGui()
TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, 0);
std::unique_ptr<AbstractTexture> font_tex = CreateTexture(font_tex_config);
std::unique_ptr<AbstractTexture> font_tex =
CreateTexture(font_tex_config, "ImGui font texture");
if (!font_tex)
{
PanicAlertFmt("Failed to create imgui texture");
PanicAlertFmt("Failed to create ImGui texture");
return false;
}
font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
@ -1032,13 +1033,14 @@ bool Renderer::InitializeImGui()
bool Renderer::RecompileImGuiPipeline()
{
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader());
std::unique_ptr<AbstractShader> vertex_shader =
CreateShaderFromSource(ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
"ImGui vertex shader");
std::unique_ptr<AbstractShader> pixel_shader = CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(), "ImGui pixel shader");
if (!vertex_shader || !pixel_shader)
{
PanicAlertFmt("Failed to compile imgui shaders");
PanicAlertFmt("Failed to compile ImGui shaders");
return false;
}
@ -1047,10 +1049,11 @@ bool Renderer::RecompileImGuiPipeline()
if (UseGeometryShaderForUI())
{
geometry_shader = CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1));
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1),
"ImGui passthrough geometry shader");
if (!geometry_shader)
{
PanicAlertFmt("Failed to compile imgui geometry shader");
PanicAlertFmt("Failed to compile ImGui geometry shader");
return false;
}
}
@ -1515,7 +1518,8 @@ bool Renderer::CheckFrameDumpRenderTexture(u32 target_width, u32 target_height)
m_frame_dump_render_texture.reset();
m_frame_dump_render_texture =
CreateTexture(TextureConfig(target_width, target_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget));
AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget),
"Frame dump render texture");
if (!m_frame_dump_render_texture)
{
PanicAlertFmt("Failed to allocate frame dump render texture");