Add some naming of internal renderdoc objects in GL

This commit is contained in:
baldurk
2023-08-18 11:40:19 +01:00
parent b2c97f2cf3
commit 0ec7d54bbd
2 changed files with 14 additions and 0 deletions
+10
View File
@@ -41,9 +41,13 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
drv.glGenFramebuffers(1, &outwin.BlitData.windowFBO);
drv.glBindFramebuffer(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO);
glObjectLabel(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO, -1, "FBO for output window");
drv.glGenTextures(1, &outwin.BlitData.backbuffer);
drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer);
glObjectLabel(eGL_TEXTURE, outwin.BlitData.backbuffer, -1, "Colour for output window");
drv.glTextureImage2DEXT(outwin.BlitData.backbuffer, eGL_TEXTURE_2D, 0, eGL_SRGB8_ALPHA8,
outwin.width, outwin.height, 0, eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
drv.glTextureParameteriEXT(outwin.BlitData.backbuffer, eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
@@ -63,6 +67,8 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
drv.glGenTextures(1, &outwin.BlitData.depthstencil);
drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.depthstencil);
glObjectLabel(eGL_TEXTURE, outwin.BlitData.depthstencil, -1, "Depth-stencil for output window");
drv.glTextureImage2DEXT(outwin.BlitData.depthstencil, eGL_TEXTURE_2D, 0, eGL_DEPTH_COMPONENT24,
outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_INT,
NULL);
@@ -97,10 +103,14 @@ void GLReplay::InitOutputWindow(OutputWindow &outwin)
drv.glGenVertexArrays(1, &outwin.BlitData.emptyVAO);
drv.glBindVertexArray(outwin.BlitData.emptyVAO);
glObjectLabel(eGL_VERTEX_ARRAY, outwin.BlitData.emptyVAO, -1, "Empty VAO for output window");
drv.glGenFramebuffers(1, &outwin.BlitData.readFBO);
drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, outwin.BlitData.readFBO);
drv.glReadBuffer(eGL_COLOR_ATTACHMENT0);
glObjectLabel(eGL_FRAMEBUFFER, outwin.BlitData.readFBO, -1, "Read FBO for output window");
if(HasExt[EXT_framebuffer_sRGB])
drv.glEnable(eGL_FRAMEBUFFER_SRGB);
}
+4
View File
@@ -543,12 +543,16 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
drv.glGenFramebuffers(1, &DebugData.overlayFBO);
drv.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.overlayFBO);
glObjectLabel(eGL_FRAMEBUFFER, DebugData.overlayFBO, -1, "FBO for overlay");
GLuint curTex = 0;
drv.glGetIntegerv(texQueryEnum, (GLint *)&curTex);
drv.glGenTextures(1, &DebugData.overlayTex);
drv.glBindTexture(texBindingEnum, DebugData.overlayTex);
glObjectLabel(eGL_TEXTURE, DebugData.overlayTex, -1, "Colour tex for overlay");
DebugData.overlayTexWidth = texDetails.width;
DebugData.overlayTexHeight = texDetails.height;
DebugData.overlayTexSamples = texDetails.samples;