diff --git a/src/xenia/ui/vulkan/blitter.cc b/src/xenia/ui/vulkan/blitter.cc index 37c336f71..e4394eef7 100644 --- a/src/xenia/ui/vulkan/blitter.cc +++ b/src/xenia/ui/vulkan/blitter.cc @@ -40,6 +40,9 @@ VkResult Blitter::Initialize(VulkanDevice* device) { if (status != VK_SUCCESS) { return status; } + device_->DbgSetObjectName(uint64_t(blit_vertex_), + VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, + "S(B): Vertex"); shader_create_info.codeSize = sizeof(blit_color_frag); shader_create_info.pCode = reinterpret_cast(blit_color_frag); @@ -49,6 +52,9 @@ VkResult Blitter::Initialize(VulkanDevice* device) { if (status != VK_SUCCESS) { return status; } + device_->DbgSetObjectName(uint64_t(blit_color_), + VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, + "S(B): Color"); shader_create_info.codeSize = sizeof(blit_depth_frag); shader_create_info.pCode = reinterpret_cast(blit_depth_frag); @@ -58,6 +64,9 @@ VkResult Blitter::Initialize(VulkanDevice* device) { if (status != VK_SUCCESS) { return status; } + device_->DbgSetObjectName(uint64_t(blit_depth_), + VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, + "S(B): Depth"); // Create the descriptor set layout used for our texture sampler. // As it changes almost every draw we cache it per texture.