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