Commit 5e017349 by Jamie Madill Committed by Commit Bot

Add Debug labels to more D3D11 objects.

This makes debugging using graphics tools easier on Windows. BUG=angleproject:1290 BUG=angleproject:1299 Change-Id: Ia3889c10fd8e23486f0122e0b567c470517bc9e0 Reviewed-on: https://chromium-review.googlesource.com/324821Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent 69a75a2e
......@@ -858,6 +858,8 @@ egl::Error Renderer11::initializeD3DDevice()
mRenderer11DeviceCaps.featureLevel = mDevice->GetFeatureLevel();
}
d3d11::SetDebugName(mDeviceContext, "DeviceContext");
return egl::Error(EGL_SUCCESS);
}
......
......@@ -1098,6 +1098,8 @@ gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels)
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(*outputTexture, "TexStorage2D.Texture");
}
return gl::Error(GL_NO_ERROR);
......@@ -1264,6 +1266,8 @@ gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORM
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV");
return gl::Error(GL_NO_ERROR);
}
......@@ -1295,6 +1299,8 @@ gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
d3d11::SetDebugName(mSwizzleTexture, "TexStorage2D.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
......@@ -1534,6 +1540,8 @@ gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTextu
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create internal swizzle texture, result: 0x%X.", result);
}
d3d11::SetDebugName(mSwizzleTexture, "TexStorageEGLImage.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
......@@ -1626,6 +1634,8 @@ gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel,
"Failed to create internal texture storage SRV, result: 0x%X.",
result);
}
d3d11::SetDebugName(*outSRV, "TexStorageEGLImage.SRV");
}
else
{
......@@ -2069,6 +2079,8 @@ gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels)
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(*outputTexture, "TexStorageCube.Texture");
}
return gl::Error(GL_NO_ERROR);
......@@ -2150,6 +2162,8 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(srv, "TexStorageCube.RenderTargetSRV");
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
......@@ -2169,6 +2183,8 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(rtv, "TexStorageCube.RenderTargetRTV");
mRenderTarget[faceIndex][level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
......@@ -2195,6 +2211,8 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(dsv, "TexStorageCube.RenderTargetDSV");
mRenderTarget[faceIndex][level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
......@@ -2268,6 +2286,8 @@ gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FO
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
d3d11::SetDebugName(*outSRV, "TexStorageCube.SRV");
return gl::Error(GL_NO_ERROR);
}
......@@ -2299,6 +2319,8 @@ gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
d3d11::SetDebugName(*outTexture, "TexStorageCube.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
......@@ -2521,6 +2543,8 @@ gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(mTexture, "TexStorage3D.Texture");
}
*outResource = mTexture;
......@@ -2547,6 +2571,8 @@ gl::Error TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORM
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
d3d11::SetDebugName(*outSRV, "TexStorage3D.SRV");
return gl::Error(GL_NO_ERROR);
}
......@@ -2594,6 +2620,8 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(rtv, "TexStorage3D.RTV");
mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
// RenderTarget will take ownership of these resources
......@@ -2641,6 +2669,8 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
}
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(rtv, "TexStorage3D.LayerRTV");
mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
// RenderTarget will take ownership of these resources
......@@ -2679,6 +2709,8 @@ gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
......@@ -2715,6 +2747,8 @@ gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11Render
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
}
d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleRTV");
}
*outRTV = mSwizzleRenderTargets[mipLevel];
......@@ -2900,6 +2934,8 @@ gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(mTexture, "TexStorage2DArray.Texture");
}
*outResource = mTexture;
......@@ -2926,6 +2962,8 @@ gl::Error TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
d3d11::SetDebugName(*outSRV, "TexStorage2DArray.SRV");
return gl::Error(GL_NO_ERROR);
}
......@@ -2968,6 +3006,8 @@ gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index,
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(srv, "TexStorage2DArray.RenderTargetSRV");
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
......@@ -2987,6 +3027,8 @@ gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index,
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
}
d3d11::SetDebugName(rtv, "TexStorage2DArray.RenderTargetRTV");
mRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
// RenderTarget will take ownership of these resources
......@@ -3030,6 +3072,8 @@ gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTextur
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
}
d3d11::SetDebugName(*outTexture, "TexStorage2DArray.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
......
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