Improve naming various GPU resources

This commit is contained in:
Wojciech Figat
2022-12-09 11:27:41 +01:00
parent b33ce8d264
commit 7f0c73606c
6 changed files with 22 additions and 7 deletions

View File

@@ -979,7 +979,13 @@ Asset::LoadResult Model::load()
ModelSDFHeader data; ModelSDFHeader data;
sdfStream.ReadBytes(&data, sizeof(data)); sdfStream.ReadBytes(&data, sizeof(data));
if (!SDF.Texture) if (!SDF.Texture)
SDF.Texture = GPUTexture::New(); {
String name;
#if !BUILD_RELEASE
name = GetPath() + TEXT(".SDF");
#endif
SDF.Texture = GPUDevice::Instance->CreateTexture(name);
}
if (SDF.Texture->Init(GPUTextureDescription::New3D(data.Width, data.Height, data.Depth, data.Format, GPUTextureFlags::ShaderResource, data.MipLevels))) if (SDF.Texture->Init(GPUTextureDescription::New3D(data.Width, data.Height, data.Depth, data.Format, GPUTextureFlags::ShaderResource, data.MipLevels)))
return LoadResult::Failed; return LoadResult::Failed;
SDF.LocalToUVWMul = data.LocalToUVWMul; SDF.LocalToUVWMul = data.LocalToUVWMul;

View File

@@ -147,7 +147,8 @@ public:
: _device(device) : _device(device)
{ {
#if GPU_ENABLE_RESOURCE_NAMING #if GPU_ENABLE_RESOURCE_NAMING
GPUResource::_name = name; if (name.HasChars())
GPUResource::_name = name;
#endif #endif
device->AddResource(this); device->AddResource(this);
} }

View File

@@ -35,6 +35,13 @@ public:
} }
}; };
GPUSwapChain::GPUSwapChain()
{
#if GPU_ENABLE_RESOURCE_NAMING
_name = TEXT("Swap Chain (backbuffers)");
#endif
}
Task* GPUSwapChain::DownloadDataAsync(TextureData& result) Task* GPUSwapChain::DownloadDataAsync(TextureData& result)
{ {
if (_downloadTask) if (_downloadTask)

View File

@@ -24,9 +24,7 @@ protected:
Window* _window = nullptr; Window* _window = nullptr;
Task* _downloadTask = nullptr; Task* _downloadTask = nullptr;
GPUSwapChain() GPUSwapChain();
{
}
public: public:
/// <summary> /// <summary>

View File

@@ -53,7 +53,7 @@ bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* ib, b
// Create vertex buffer // Create vertex buffer
#if GPU_ENABLE_RESOURCE_NAMING #if GPU_ENABLE_RESOURCE_NAMING
vertexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->ToString() + TEXT(".VB")); vertexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->GetPath() + TEXT(".VB"));
#else #else
vertexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty); vertexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
#endif #endif
@@ -62,7 +62,7 @@ bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* ib, b
// Create index buffer // Create index buffer
#if GPU_ENABLE_RESOURCE_NAMING #if GPU_ENABLE_RESOURCE_NAMING
indexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->ToString() + TEXT(".IB")); indexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->GetPath() + TEXT(".IB"));
#else #else
indexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty); indexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
#endif #endif

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@@ -134,6 +134,9 @@ bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float
SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture); SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
return true; return true;
} }
#if !BUILD_RELEASE
outputSDF->Texture->SetName(TEXT("ModelSDF"));
#endif
} }
// TODO: support GPU to generate model SDF on-the-fly (if called during rendering) // TODO: support GPU to generate model SDF on-the-fly (if called during rendering)