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D3D11: Support debug names for resources #4591
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Makes it easier to work out what is allocated where.
Co-authored-by: Aaron Leiby <[email protected]>
Ensures that we correctly begin and end app-provided regions within each command buffer.
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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
VkBuffer
s 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 ofVkBuffer
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