[Vulkan] Add debug names for blitter.
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6d3146a750
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200b9ddf7d
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@ -40,6 +40,9 @@ VkResult Blitter::Initialize(VulkanDevice* device) {
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if (status != VK_SUCCESS) {
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if (status != VK_SUCCESS) {
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return status;
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return status;
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}
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}
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device_->DbgSetObjectName(uint64_t(blit_vertex_),
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VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT,
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"S(B): Vertex");
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shader_create_info.codeSize = sizeof(blit_color_frag);
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shader_create_info.codeSize = sizeof(blit_color_frag);
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shader_create_info.pCode = reinterpret_cast<const uint32_t*>(blit_color_frag);
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shader_create_info.pCode = reinterpret_cast<const uint32_t*>(blit_color_frag);
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@ -49,6 +52,9 @@ VkResult Blitter::Initialize(VulkanDevice* device) {
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if (status != VK_SUCCESS) {
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if (status != VK_SUCCESS) {
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return status;
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return status;
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}
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}
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device_->DbgSetObjectName(uint64_t(blit_color_),
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VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT,
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"S(B): Color");
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shader_create_info.codeSize = sizeof(blit_depth_frag);
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shader_create_info.codeSize = sizeof(blit_depth_frag);
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shader_create_info.pCode = reinterpret_cast<const uint32_t*>(blit_depth_frag);
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shader_create_info.pCode = reinterpret_cast<const uint32_t*>(blit_depth_frag);
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@ -58,6 +64,9 @@ VkResult Blitter::Initialize(VulkanDevice* device) {
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if (status != VK_SUCCESS) {
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if (status != VK_SUCCESS) {
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return status;
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return status;
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}
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}
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device_->DbgSetObjectName(uint64_t(blit_depth_),
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VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT,
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"S(B): Depth");
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// Create the descriptor set layout used for our texture sampler.
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// Create the descriptor set layout used for our texture sampler.
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// As it changes almost every draw we cache it per texture.
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// As it changes almost every draw we cache it per texture.
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