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;
sdfStream.ReadBytes(&data, sizeof(data));
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)))
return LoadResult::Failed;
SDF.LocalToUVWMul = data.LocalToUVWMul;

View File

@@ -147,6 +147,7 @@ public:
: _device(device)
{
#if GPU_ENABLE_RESOURCE_NAMING
if (name.HasChars())
GPUResource::_name = name;
#endif
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)
{
if (_downloadTask)

View File

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

View File

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

View File

@@ -134,6 +134,9 @@ bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float
SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
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)