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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