Vulkan: Improve tagging of pipelines for debugging purposes

This commit is contained in:
Henrik Rydgård 2022-09-07 23:55:33 +02:00
parent cddc612f6d
commit 347f7c4e5a
13 changed files with 53 additions and 46 deletions

View file

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