Improve naming various GPU resources
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@@ -979,7 +979,13 @@ Asset::LoadResult Model::load()
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ModelSDFHeader data;
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ModelSDFHeader data;
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sdfStream.ReadBytes(&data, sizeof(data));
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sdfStream.ReadBytes(&data, sizeof(data));
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if (!SDF.Texture)
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if (!SDF.Texture)
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SDF.Texture = GPUTexture::New();
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{
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String name;
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#if !BUILD_RELEASE
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name = GetPath() + TEXT(".SDF");
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#endif
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SDF.Texture = GPUDevice::Instance->CreateTexture(name);
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}
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if (SDF.Texture->Init(GPUTextureDescription::New3D(data.Width, data.Height, data.Depth, data.Format, GPUTextureFlags::ShaderResource, data.MipLevels)))
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if (SDF.Texture->Init(GPUTextureDescription::New3D(data.Width, data.Height, data.Depth, data.Format, GPUTextureFlags::ShaderResource, data.MipLevels)))
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return LoadResult::Failed;
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return LoadResult::Failed;
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SDF.LocalToUVWMul = data.LocalToUVWMul;
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SDF.LocalToUVWMul = data.LocalToUVWMul;
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@@ -147,7 +147,8 @@ public:
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: _device(device)
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: _device(device)
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{
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{
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#if GPU_ENABLE_RESOURCE_NAMING
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#if GPU_ENABLE_RESOURCE_NAMING
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GPUResource::_name = name;
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if (name.HasChars())
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GPUResource::_name = name;
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#endif
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#endif
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device->AddResource(this);
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device->AddResource(this);
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}
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}
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@@ -35,6 +35,13 @@ public:
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}
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}
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};
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};
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GPUSwapChain::GPUSwapChain()
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{
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#if GPU_ENABLE_RESOURCE_NAMING
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_name = TEXT("Swap Chain (backbuffers)");
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#endif
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}
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Task* GPUSwapChain::DownloadDataAsync(TextureData& result)
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Task* GPUSwapChain::DownloadDataAsync(TextureData& result)
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{
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{
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if (_downloadTask)
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if (_downloadTask)
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@@ -24,9 +24,7 @@ protected:
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Window* _window = nullptr;
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Window* _window = nullptr;
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Task* _downloadTask = nullptr;
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Task* _downloadTask = nullptr;
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GPUSwapChain()
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GPUSwapChain();
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{
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}
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public:
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public:
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/// <summary>
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/// <summary>
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@@ -53,7 +53,7 @@ bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* ib, b
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// Create vertex buffer
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// Create vertex buffer
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#if GPU_ENABLE_RESOURCE_NAMING
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#if GPU_ENABLE_RESOURCE_NAMING
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vertexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->ToString() + TEXT(".VB"));
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vertexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->GetPath() + TEXT(".VB"));
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#else
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#else
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vertexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
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vertexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
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#endif
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#endif
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@@ -62,7 +62,7 @@ bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* ib, b
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// Create index buffer
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// Create index buffer
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#if GPU_ENABLE_RESOURCE_NAMING
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#if GPU_ENABLE_RESOURCE_NAMING
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indexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->ToString() + TEXT(".IB"));
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indexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->GetPath() + TEXT(".IB"));
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#else
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#else
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indexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
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indexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
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#endif
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#endif
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@@ -134,6 +134,9 @@ bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float
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SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
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SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
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return true;
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return true;
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}
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}
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#if !BUILD_RELEASE
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outputSDF->Texture->SetName(TEXT("ModelSDF"));
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#endif
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}
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}
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// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
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// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
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