- hooked up the debug names for objects, which was a bit of a waste of time since the validation layer is brain dead and doesn't use the information in its messages..

This commit is contained in:
Magnus Norddahl 2019-03-09 21:34:29 +01:00
commit ff68d2e651
11 changed files with 118 additions and 2 deletions

View file

@ -229,6 +229,7 @@ void VkPostprocess::BeginFrame()
builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 100);
builder.setMaxSets(100);
mDescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
mDescriptorPool->SetDebugName("VkPostprocess.mDescriptorPool");
}
}
@ -277,11 +278,13 @@ void VkPostprocess::UpdateEffectTextures()
if (!imgbuilder.isFormatSupported(fb->device))
I_FatalError("Vulkan device does not support the image format required by %s\n", pair->Key.GetChars());
vktex->Image = imgbuilder.create(fb->device);
vktex->Image->SetDebugName(pair->Key.GetChars());
vktex->Format = format;
ImageViewBuilder viewbuilder;
viewbuilder.setImage(vktex->Image.get(), format);
vktex->View = viewbuilder.create(fb->device);
vktex->View->SetDebugName(pair->Key.GetChars());
if (desc.Data)
{
@ -290,6 +293,7 @@ void VkPostprocess::UpdateEffectTextures()
stagingbuilder.setSize(totalsize);
stagingbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
vktex->Staging = stagingbuilder.create(fb->device);
vktex->Staging->SetDebugName(pair->Key.GetChars());
PipelineBarrier barrier0;
barrier0.addImage(vktex->Image.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
@ -345,10 +349,12 @@ void VkPostprocess::CompileEffectShaders()
ShaderBuilder vertbuilder;
vertbuilder.setVertexShader(LoadShaderCode(desc.VertexShader, "", desc.Version));
vkshader->VertexShader = vertbuilder.create(fb->device);
vkshader->VertexShader->SetDebugName(desc.VertexShader.GetChars());
ShaderBuilder fragbuilder;
fragbuilder.setFragmentShader(LoadShaderCode(desc.FragmentShader, prolog, desc.Version));
vkshader->FragmentShader = fragbuilder.create(fb->device);
vkshader->FragmentShader->SetDebugName(desc.FragmentShader.GetChars());
}
}
}
@ -439,6 +445,7 @@ VulkanDescriptorSet *VkPostprocess::GetInput(VkPPRenderPassSetup *passSetup, con
{
auto fb = GetVulkanFrameBuffer();
auto descriptors = mDescriptorPool->allocate(passSetup->DescriptorLayout.get());
descriptors->SetDebugName("VkPostprocess.descriptors");
WriteDescriptors write;
PipelineBarrier barrier;
@ -521,6 +528,7 @@ VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, cons
builder.setSize(w, h);
builder.addAttachment(view);
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
framebuffer->SetDebugName(tex.debugname);
}
return framebuffer.get();
@ -540,42 +548,49 @@ VkPostprocess::TextureImage VkPostprocess::GetTexture(const PPTextureType &type,
tex.image = fb->GetBuffers()->PipelineImage[idx].get();
tex.view = fb->GetBuffers()->PipelineView[idx].get();
tex.layout = &fb->GetBuffers()->PipelineLayout[idx];
tex.debugname = "PipelineTexture";
}
else if (type == PPTextureType::PPTexture)
{
tex.image = mTextures[name]->Image.get();
tex.view = mTextures[name]->View.get();
tex.layout = &mTextures[name]->Layout;
tex.debugname = name.GetChars();
}
else if (type == PPTextureType::SceneColor)
{
tex.image = fb->GetBuffers()->SceneColor.get();
tex.view = fb->GetBuffers()->SceneColorView.get();
tex.layout = &fb->GetBuffers()->SceneColorLayout;
tex.debugname = "SceneColor";
}
else if (type == PPTextureType::SceneNormal)
{
tex.image = fb->GetBuffers()->SceneNormal.get();
tex.view = fb->GetBuffers()->SceneNormalView.get();
tex.layout = &fb->GetBuffers()->SceneNormalLayout;
tex.debugname = "SceneNormal";
}
else if (type == PPTextureType::SceneFog)
{
tex.image = fb->GetBuffers()->SceneFog.get();
tex.view = fb->GetBuffers()->SceneFogView.get();
tex.layout = &fb->GetBuffers()->SceneFogLayout;
tex.debugname = "SceneFog";
}
else if (type == PPTextureType::SceneDepth)
{
tex.image = fb->GetBuffers()->SceneDepthStencil.get();
tex.view = fb->GetBuffers()->SceneDepthView.get();
tex.layout = &fb->GetBuffers()->SceneDepthStencilLayout;
tex.debugname = "SceneDepth";
}
else if (type == PPTextureType::SwapChain)
{
tex.image = nullptr;
tex.view = nullptr;
tex.layout = nullptr;
tex.debugname = "SwapChain";
}
else
{
@ -598,6 +613,7 @@ VulkanSampler *VkPostprocess::GetSampler(PPFilterMode filter, PPWrapMode wrap)
builder.setMagFilter(filter == PPFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR);
builder.setAddressMode(wrap == PPWrapMode::Clamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT);
sampler = builder.create(GetVulkanFrameBuffer()->device);
sampler->SetDebugName("VkPostprocess.mSamplers");
return sampler.get();
}
@ -621,6 +637,7 @@ void VkPPRenderPassSetup::CreateDescriptorLayout(const VkPPRenderPassKey &key)
for (int i = 0; i < key.InputTextures; i++)
builder.addBinding(i, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
DescriptorLayout = builder.create(GetVulkanFrameBuffer()->device);
DescriptorLayout->SetDebugName("VkPPRenderPassSetup.DescriptorLayout");
}
void VkPPRenderPassSetup::CreatePipelineLayout(const VkPPRenderPassKey &key)
@ -630,6 +647,7 @@ void VkPPRenderPassSetup::CreatePipelineLayout(const VkPPRenderPassKey &key)
if (key.Uniforms > 0)
builder.addPushConstantRange(VK_SHADER_STAGE_FRAGMENT_BIT, 0, key.Uniforms);
PipelineLayout = builder.create(GetVulkanFrameBuffer()->device);
PipelineLayout->SetDebugName("VkPPRenderPassSetup.PipelineLayout");
}
void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey &key)
@ -648,6 +666,7 @@ void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey &key)
builder.setLayout(PipelineLayout.get());
builder.setRenderPass(RenderPass.get());
Pipeline = builder.create(GetVulkanFrameBuffer()->device);
Pipeline->SetDebugName("VkPPRenderPassSetup.Pipeline");
}
void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
@ -662,4 +681,5 @@ void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
RenderPass = builder.create(GetVulkanFrameBuffer()->device);
RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass");
}