Vulkan: Add Debug Name To Descriptor Sets

When debugging the descriptor sets are unnamed. This PR sets the
active shader name. This helps when debugging so we don't need
to track down the shader it is complaining about.

```
 the descriptor (VkDescriptorSet 0x66da6f0000001c58[workbench_prepass_mesh_opaque_studio_texture_no_clip_1022]
binding 7, index 0) is being used in draw but has never been updated via vkUpdateDescriptorSets() or a similar call.
```

This message direct directly to the shader including what part is
needed to be checked. No need to add break points and that sort
of things.

Pull Request: https://projects.blender.org/blender/blender/pulls/115944
This commit is contained in:
Jeroen Bakker
2023-12-08 15:32:35 +01:00
parent eb7d5d0972
commit f355575f1d

View File

@@ -136,6 +136,7 @@ void VKDescriptorSetTracker::update(VKContext &context)
std::unique_ptr<VKDescriptorSet> &descriptor_set = active_descriptor_set();
VkDescriptorSet vk_descriptor_set = descriptor_set->vk_handle();
BLI_assert(vk_descriptor_set != VK_NULL_HANDLE);
debug::object_label(vk_descriptor_set, shader.name_get());
Vector<VkDescriptorBufferInfo> buffer_infos;
buffer_infos.reserve(16);