Renderer: Implement and use debug names
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@@ -81,6 +81,11 @@ namespace Nz
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m_owner.GetDevice()->vkUpdateDescriptorSets(*m_owner.GetDevice(), UInt32(writeOps.size()), writeOps.data(), 0U, nullptr);
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}
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void VulkanShaderBinding::UpdateDebugName(std::string_view name)
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{
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return m_owner.m_device->SetDebugName(VK_OBJECT_TYPE_DESCRIPTOR_SET, static_cast<UInt64>(reinterpret_cast<std::uintptr_t>(static_cast<VkDescriptorSet>(m_descriptorSet))), name);
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}
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void VulkanShaderBinding::Release()
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{
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m_owner.Release(*this);
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