GLSamplers: Add debug object label
This makes it easier to see what each sampler is supposed to be.
This commit is contained in:
@@ -513,6 +513,25 @@ void GLTexture::samplers_init(void)
|
||||
* - GL_TEXTURE_MAX_LOD is 1000.
|
||||
* - GL_TEXTURE_LOD_BIAS is 0.0f.
|
||||
**/
|
||||
|
||||
#ifndef __APPLE__
|
||||
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
|
||||
char sampler_name[128];
|
||||
SNPRINTF(sampler_name,
|
||||
"Sampler%s%s%s%s%s%s%s%s%s%s",
|
||||
(state == GPU_SAMPLER_DEFAULT) ? "_default" : "",
|
||||
(state & GPU_SAMPLER_FILTER) ? "_filter" : "",
|
||||
(state & GPU_SAMPLER_MIPMAP) ? "_mipmap" : "",
|
||||
(state & GPU_SAMPLER_REPEAT) ? "_repeat-" : "",
|
||||
(state & GPU_SAMPLER_REPEAT_S) ? "S" : "",
|
||||
(state & GPU_SAMPLER_REPEAT_T) ? "T" : "",
|
||||
(state & GPU_SAMPLER_REPEAT_R) ? "R" : "",
|
||||
(state & GPU_SAMPLER_CLAMP_BORDER) ? "_clamp_border" : "",
|
||||
(state & GPU_SAMPLER_COMPARE) ? "_compare" : "",
|
||||
(state & GPU_SAMPLER_ANISO) ? "_aniso" : "");
|
||||
glObjectLabel(GL_SAMPLER, samplers_[i], -1, sampler_name);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
samplers_update();
|
||||
|
||||
@@ -521,6 +540,12 @@ void GLTexture::samplers_init(void)
|
||||
glSamplerParameteri(icon_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
||||
glSamplerParameteri(icon_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glSamplerParameterf(icon_sampler, GL_TEXTURE_LOD_BIAS, -0.5f);
|
||||
|
||||
#ifndef __APPLE__
|
||||
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
|
||||
glObjectLabel(GL_SAMPLER, icon_sampler, -1, "Sampler-icons");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLTexture::samplers_update(void)
|
||||
|
||||
Reference in New Issue
Block a user