VideoBackends / VideoCommon: allow the ability to set debug names for shaders / textures. These names are visible in applications like RenderDoc

This commit is contained in:
iwubcode committed 2021-08-30 13:47:48 -05:00
1 parent 9b83cf3e7f
commit 1f2f505373
32 files changed
+276 -133

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@@ -38,7 +38,8 @@ bool SWRenderer::IsHeadless() const
return m_window->IsHeadless();
}
std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config)
std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config,
[[maybe_unused]] std::string_view name)
{
return std::make_unique<SWTexture>(config);
}
@@ -78,13 +79,15 @@ public:
};
std::unique_ptr<AbstractShader>
SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source,
[[maybe_unused]] std::string_view name)
{
return std::make_unique<SWShader>(stage);
}
std::unique_ptr<AbstractShader> SWRenderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
std::unique_ptr<AbstractShader>
SWRenderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length,
[[maybe_unused]] std::string_view name)
{
return std::make_unique<SWShader>(stage);
}