Vulkan: Improve tagging of pipelines for debugging purposes
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13 changed files with 53 additions and 46 deletions
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@ -390,39 +390,39 @@ void GPUDriverTestScreen::DiscardTest() {
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{ draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), discardFragShader_ },
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inputLayout, depthStencilWrite, blendOffNoColor, rasterNoCull, &vsColBufDesc,
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};
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discardWriteDepthStencil_ = draw->CreateGraphicsPipeline(discardDesc);
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discardWriteDepthStencil_ = draw->CreateGraphicsPipeline(discardDesc, "test");
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discardDesc.depthStencil = depthWrite;
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discardWriteDepth_ = draw->CreateGraphicsPipeline(discardDesc);
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discardWriteDepth_ = draw->CreateGraphicsPipeline(discardDesc, "test");
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discardDesc.depthStencil = stencilWrite;
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discardWriteStencil_ = draw->CreateGraphicsPipeline(discardDesc);
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discardWriteStencil_ = draw->CreateGraphicsPipeline(discardDesc, "test");
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PipelineDesc testDesc{
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Primitive::TRIANGLE_LIST,
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{ draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
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inputLayout, stencilEqual, blendOff, rasterNoCull, &vsColBufDesc,
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};
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drawTestStencilEqual_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestStencilEqual_ = draw->CreateGraphicsPipeline(testDesc, "test");
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testDesc.depthStencil = stencilEqualDepthAlways;
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drawTestStencilEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestStencilEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc, "test");
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testDesc.depthStencil = stencilNotEqual;
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drawTestStencilNotEqual_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestStencilNotEqual_ = draw->CreateGraphicsPipeline(testDesc, "test");
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testDesc.depthStencil = stenciNotEqualDepthAlways;
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drawTestStencilNotEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestStencilNotEqualDepthAlways_ = draw->CreateGraphicsPipeline(testDesc, "test");
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testDesc.depthStencil = stencilAlwaysDepthTestGreater;
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drawTestStencilAlwaysDepthGreater_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestStencilAlwaysDepthGreater_ = draw->CreateGraphicsPipeline(testDesc, "test");
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testDesc.depthStencil = stencilAlwaysDepthTestLessEqual;
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drawTestStencilAlwaysDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestStencilAlwaysDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc, "test");
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testDesc.depthStencil = depthTestGreater;
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drawTestDepthGreater_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestDepthGreater_ = draw->CreateGraphicsPipeline(testDesc, "test");
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testDesc.depthStencil = depthTestLessEqual;
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drawTestDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc);
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drawTestDepthLessEqual_ = draw->CreateGraphicsPipeline(testDesc, "test");
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inputLayout->Release();
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blendOff->Release();
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@ -557,14 +557,14 @@ void GPUDriverTestScreen::ShaderTest() {
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{ adrenoLogicDiscardVertShader_, adrenoLogicDiscardFragShader_ },
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inputLayout, depthStencilOff, blendOff, rasterNoCull, &vsColBufDesc,
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};
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adrenoLogicDiscardPipeline_ = draw->CreateGraphicsPipeline(adrenoLogicDiscardDesc);
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adrenoLogicDiscardPipeline_ = draw->CreateGraphicsPipeline(adrenoLogicDiscardDesc, "test");
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PipelineDesc flatDesc{
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Primitive::TRIANGLE_LIST,
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{ flatVertShader_, flatFragShader_ },
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inputLayout, depthStencilOff, blendOff, rasterNoCull, &vsColBufDesc,
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};
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flatShadingPipeline_ = draw->CreateGraphicsPipeline(flatDesc);
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flatShadingPipeline_ = draw->CreateGraphicsPipeline(flatDesc, "test");
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inputLayout->Release();
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blendOff->Release();
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