mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-13 06:20:26 +02:00
Vulkan: Improve tagging of pipelines for debugging purposes
This commit is contained in:
1 parent
cddc612f6d
commit
347f7c4e5a
13 files changed
+53
-46
No files matched your search
+13
-13
@@ -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();
|
||||
|
||||
Reference in new issue
Block a user