Renderer: Implement and use debug names
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@@ -157,6 +157,8 @@ namespace Nz
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textureCreationParams.pixelFormat = textureData.format;
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textureData.texture = renderDevice->InstantiateTexture(textureCreationParams);
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if (!textureData.name.empty())
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textureData.texture->UpdateDebugName(textureData.name);
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}
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std::vector<std::shared_ptr<Texture>> textures;
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@@ -181,6 +183,9 @@ namespace Nz
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passData.renderRect.Set(0, 0, int(framebufferWidth), int(framebufferHeight));
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passData.framebuffer = renderDevice->InstantiateFramebuffer(framebufferWidth, framebufferHeight, passData.renderPass, textures);
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if (!passData.name.empty())
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passData.framebuffer->UpdateDebugName(passData.name);
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passData.forceCommandBufferRegeneration = true;
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}
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@@ -113,6 +113,7 @@ namespace Nz
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for (auto& texture : m_pending.textures)
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{
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auto& bakedTexture = bakedTextures.emplace_back();
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bakedTexture.name = std::move(texture.name);
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bakedTexture.format = texture.format;
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bakedTexture.height = texture.height;
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bakedTexture.usage = texture.usage;
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@@ -161,7 +162,7 @@ namespace Nz
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if (currentPass.name.empty())
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currentPass.name = pass.GetName();
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else
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currentPass.name += " + " + pass.GetName();
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currentPass.name += " / " + pass.GetName();
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auto& subpass = currentPass.passes.emplace_back();
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subpass.passIndex = *it;
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@@ -957,6 +958,9 @@ namespace Nz
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m_pending.texturePool.erase(it);
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m_pending.attachmentToTextures.emplace(attachmentIndex, textureId);
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if (!attachmentData.name.empty() && data.name != attachmentData.name)
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data.name += " / " + attachmentData.name;
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return textureId;
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}
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@@ -964,6 +968,7 @@ namespace Nz
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m_pending.attachmentToTextures.emplace(attachmentIndex, textureId);
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TextureData& data = m_pending.textures.emplace_back();
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data.name = attachmentData.name;
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data.format = attachmentData.format;
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data.width = attachmentData.width;
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data.height = attachmentData.height;
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