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