D3DCommon: Remove unused GetDebugObjectName and tidy up SetDebugObjectName
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@ -268,53 +268,22 @@ AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format)
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}
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}
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void SetDebugObjectName(IUnknown* resource, const char* format, ...)
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void SetDebugObjectName(IUnknown* resource, std::string_view name)
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{
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if (!g_ActiveConfig.bEnableValidationLayer)
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return;
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std::va_list ap;
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va_start(ap, format);
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std::string name = StringFromFormatV(format, ap);
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va_end(ap);
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Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
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Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
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if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
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if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(child11.GetAddressOf()))))
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{
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child11->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
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name.c_str());
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name.data());
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}
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else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
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else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(child12.GetAddressOf()))))
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{
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child12->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast<UINT>(name.length()),
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name.c_str());
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name.data());
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}
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}
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std::string GetDebugObjectName(IUnknown* resource)
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{
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if (!g_ActiveConfig.bEnableValidationLayer)
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return {};
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std::string name;
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UINT size = 0;
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Microsoft::WRL::ComPtr<ID3D11DeviceChild> child11;
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Microsoft::WRL::ComPtr<ID3D12DeviceChild> child12;
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if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child11))))
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{
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child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
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name.resize(size);
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child11->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
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}
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else if (SUCCEEDED(resource->QueryInterface(IID_PPV_ARGS(&child12))))
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{
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child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr);
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name.resize(size);
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child12->GetPrivateData(WKPDID_D3DDebugObjectName, &size, name.data());
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}
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return name;
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}
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} // namespace D3DCommon
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@ -41,6 +41,5 @@ AbstractTextureFormat GetAbstractFormatForDXGIFormat(DXGI_FORMAT format);
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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void SetDebugObjectName(IUnknown* resource, const char* format, ...);
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std::string GetDebugObjectName(IUnknown* resource);
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void SetDebugObjectName(IUnknown* resource, std::string_view name);
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} // namespace D3DCommon
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