{gfx,examples}: add labels to gpu objects
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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2b8bfcaa3e
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10 changed files with 78 additions and 34 deletions
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@ -35,7 +35,9 @@ fn init(game: *Mod) !void {
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});
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// Create our render pipeline that will ultimately get pixels onto the screen.
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const label = @tagName(name) ++ ".init";
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.vertex = gpu.VertexState{
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.module = shader_module,
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@ -75,7 +77,8 @@ fn tick(
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defer back_buffer_view.release();
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// Create a command encoder
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const encoder = mach.core.device.createCommandEncoder(null);
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const label = @tagName(name) ++ ".tick";
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const encoder = mach.core.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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@ -87,7 +90,7 @@ fn tick(
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.store_op = .store,
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}};
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const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = "main render pass",
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.label = label,
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.color_attachments = &color_attachments,
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}));
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@ -99,7 +102,7 @@ fn tick(
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render_pass.end();
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// Submit our commands to the queue
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var command = encoder.finish(null);
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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mach.core.queue.submit(&[_]*gpu.CommandBuffer{command});
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