Fix texture GPU resource debug name in non-Release game builds to match the path in project
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@@ -18,11 +18,7 @@ Shader::Shader(const SpawnParams& params, const AssetInfo* info)
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: ShaderAssetTypeBase<BinaryAsset>(params, info)
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{
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ASSERT(GPUDevice::Instance);
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StringView name = info->Path;
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#if GPU_ENABLE_RESOURCE_NAMING && !USE_EDITOR
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name = Content::GetRegistry()->GetEditorAssetPath(info->ID);
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#endif
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_shader = GPUDevice::Instance->CreateShader(name);
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_shader = GPUDevice::Instance->CreateShader(GPU_GET_RESOURCE_NAME_FROM_ASSET(info));
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ASSERT(_shader);
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GPU = _shader;
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}
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@@ -512,3 +512,10 @@ struct FLAXENGINE_API GPUDeviceLock : NonCopyable
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Device->Locker.Unlock();
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}
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};
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// Utility to get GPU resource name (StringView) from the AssetInfo. Supports cooked builds with enabled debug resource naming that resolves original file path from the project to boost debugging experience.
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#if GPU_ENABLE_RESOURCE_NAMING && !USE_EDITOR
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#define GPU_GET_RESOURCE_NAME_FROM_ASSET(assetInfo) Content::GetRegistry()->GetEditorAssetPath(info->ID)
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#else
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#define GPU_GET_RESOURCE_NAME_FROM_ASSET(assetInfo) info->Path
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#endif
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@@ -15,6 +15,10 @@
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#include "Engine/Scripting/Enums.h"
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#include "Engine/Tools/TextureTool/TextureTool.h"
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#include "Engine/Threading/Threading.h"
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#if GPU_ENABLE_RESOURCE_NAMING && !USE_EDITOR
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Cache/AssetsCache.h"
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#endif
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TextureMipData::TextureMipData()
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: RowPitch(0)
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@@ -243,7 +247,7 @@ REGISTER_BINARY_ASSET_ABSTRACT(TextureBase, "FlaxEngine.TextureBase");
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TextureBase::TextureBase(const SpawnParams& params, const AssetInfo* info)
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: BinaryAsset(params, info)
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, _texture(this, info->Path)
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, _texture(this, GPU_GET_RESOURCE_NAME_FROM_ASSET(info))
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, _customData(nullptr)
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, _parent(this)
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{
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