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