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D3D11: Support debug names for resources #4591

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merged 21 commits into from
Jan 9, 2025
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@doitsujin doitsujin commented Jan 7, 2025

Supersedes #4589. Requires setting DXVK_DEBUG=markers to do anything.

I've tested this with some Unity Engine stuff, generally appears to work.

We can't meaningfully support resource views and samplers since the backend deduplicates them. Shaders would be nice to have support for, but those are very tricky too since we don't know the debug name at compile time.

In case of buffers, enabling debug names does alter overall DXVK behaviour in that we now have to create dedicated VkBuffers for each D3D11 buffer. We ignore small buffers that are serviced by the allocation cache here since otherwise we'd end up creating and destroying thousands of VkBuffer objects per frame.

There's a couple other things I'd like to do, mostly annotating our various different command buffers since it can be a bit difficult to figure out what's going on in a capture these days. Edit: Done.

CC @aleiby

@doitsujin doitsujin force-pushed the debug-utils-stuff-v2 branch from dbbffad to 27bc146 Compare January 8, 2025 15:29
@doitsujin doitsujin force-pushed the debug-utils-stuff-v2 branch from 27bc146 to 025c4ba Compare January 8, 2025 15:42
@doitsujin doitsujin marked this pull request as ready for review January 8, 2025 15:42
@doitsujin doitsujin force-pushed the debug-utils-stuff-v2 branch from 025c4ba to 3d8757c Compare January 8, 2025 16:01
@doitsujin doitsujin force-pushed the debug-utils-stuff-v2 branch from 3d8757c to 5a6552c Compare January 8, 2025 16:30
@doitsujin doitsujin force-pushed the debug-utils-stuff-v2 branch from 5a6552c to 74307e8 Compare January 8, 2025 17:49
@doitsujin doitsujin merged commit 071dec7 into master Jan 9, 2025
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