Add better debug naming for D3D11 overlay resources

This commit is contained in:
baldurk
2023-08-08 15:32:22 +01:00
parent 597880fea9
commit 44b019852e
2 changed files with 18 additions and 1 deletions
@@ -37,6 +37,8 @@ void D3D11Replay::OutputWindow::MakeRTV()
{
hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D), (void **)&texture);
SetDebugName(texture, "Output window backbuffer 0");
dev->CheckHRESULT(hr);
if(FAILED(hr))
@@ -63,6 +65,8 @@ void D3D11Replay::OutputWindow::MakeRTV()
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hr = dev->CreateTexture2D(&texDesc, NULL, &texture);
SetDebugName(texture, "Output window fake backbuffer 0");
}
hr = dev->CreateRenderTargetView(texture, NULL, &rtv);
@@ -107,6 +111,8 @@ void D3D11Replay::OutputWindow::MakeDSV()
HRESULT hr = dev->CreateTexture2D(&texDesc, NULL, &texture);
SetDebugName(texture, "Output window depth");
dev->CheckHRESULT(hr);
if(FAILED(hr))
@@ -301,6 +307,8 @@ void D3D11Replay::GetOutputWindowData(uint64_t id, bytebuf &retData)
if(!outw.rtv)
return;
D3D11MarkerRegion renderoverlay("GetOutputWindowData");
ID3D11Texture2D *texture = NULL;
{
ID3D11Resource *res = NULL;
@@ -328,6 +336,8 @@ void D3D11Replay::GetOutputWindowData(uint64_t id, bytebuf &retData)
HRESULT hr = m_pDevice->CreateTexture2D(&texDesc, NULL, &readback);
SetDebugName(readback, "Output window readback");
m_pDevice->CheckHRESULT(hr);
if(FAILED(hr))
@@ -346,6 +356,8 @@ void D3D11Replay::GetOutputWindowData(uint64_t id, bytebuf &retData)
hr = m_pDevice->CreateTexture2D(&texDesc, NULL, &resolve);
SetDebugName(resolve, "Output window resolve");
m_pDevice->CheckHRESULT(hr);
if(FAILED(hr))
+6 -1
View File
@@ -124,7 +124,7 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
sub = RenderOutputSubresource(0, 0, 1);
}
D3D11MarkerRegion renderoverlay(StringFormat::Fmt("RenderOverlay %d", overlay));
D3D11MarkerRegion renderoverlay(StringFormat::Fmt("RenderOverlay %s", ToStr(overlay).c_str()));
ResourceId id = texid;
@@ -176,6 +176,8 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
}
wrappedCustomRenderTex = (WrappedID3D11Texture2D1 *)customRenderTex;
SetDebugName(wrappedCustomRenderTex, "Overlay render texture");
m_Overlay.Texture = wrappedCustomRenderTex;
m_Overlay.resourceId = wrappedCustomRenderTex->GetResourceID();
}
@@ -220,6 +222,9 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
return m_Overlay.resourceId;
}
SetDebugName(preDrawDepth, "Pre-draw overlay depth");
SetDebugName(renderDepth, "Render overlay depth");
m_pImmediateContext->CopyResource(preDrawDepth, realDepth);
SAFE_RELEASE(realDepth);