[Vulkan] Add debug names for blitter.

This commit is contained in:
gibbed 2018-05-22 05:55:27 -05:00
parent 6d3146a750
commit 200b9ddf7d
1 changed files with 9 additions and 0 deletions

View File

@ -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<const uint32_t*>(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<const uint32_t*>(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.