Added debug names to swap chain resources.

TRAC #22231 Signed-off-by: Jamie Madill Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1695 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 00f2d9cb
...@@ -219,6 +219,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -219,6 +219,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
offscreenTextureDesc.MiscFlags = 0; // D3D11_RESOURCE_MISC_SHARED offscreenTextureDesc.MiscFlags = 0; // D3D11_RESOURCE_MISC_SHARED
HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture); HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
d3d11::SetDebugName(mOffscreenTexture, "Offscreen texture");
if (FAILED(result)) if (FAILED(result))
{ {
...@@ -237,9 +238,11 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -237,9 +238,11 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView); result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target");
result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView); result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource");
if (mWindow) if (mWindow)
{ {
...@@ -280,9 +283,11 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -280,9 +283,11 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
} }
if (mDepthBufferFormat != GL_NONE) if (mDepthBufferFormat != GL_NONE)
...@@ -301,7 +306,6 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -301,7 +306,6 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
depthStencilDesc.MiscFlags = 0; depthStencilDesc.MiscFlags = 0;
result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture); result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture);
if (FAILED(result)) if (FAILED(result))
{ {
ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result); ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
...@@ -316,9 +320,11 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -316,9 +320,11 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
return EGL_BAD_ALLOC; return EGL_BAD_ALLOC;
} }
} }
d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture");
result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView); result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view");
} }
D3D11_BUFFER_DESC vbDesc; D3D11_BUFFER_DESC vbDesc;
...@@ -331,6 +337,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -331,6 +337,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB); result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
D3D11_SAMPLER_DESC samplerDesc; D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
...@@ -349,6 +356,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -349,6 +356,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler); result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
D3D11_INPUT_ELEMENT_DESC quadLayout[] = D3D11_INPUT_ELEMENT_DESC quadLayout[] =
{ {
...@@ -358,12 +366,15 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -358,12 +366,15 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL); result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS); result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
result = device->CreatePixelShader(g_PS_Passthrough, sizeof(g_PS_Passthrough), NULL, &mPassThroughPS); result = device->CreatePixelShader(g_PS_Passthrough, sizeof(g_PS_Passthrough), NULL, &mPassThroughPS);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
mWidth = backbufferWidth; mWidth = backbufferWidth;
mHeight = backbufferHeight; mHeight = backbufferHeight;
......
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