GPU: Include material UUID in debug name #112921

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Jason Fielder wants to merge 1 commits from Jason-Fielder/blender:GPU_Shader_material_uuid_debug_name into main

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When debugging, distinguishing between
material variants used for the main colour
pass and depth can be problematic.

Including the shader UUID in the material
name can aid in distinguishing between
differing configurations of the same
source material graph.

Authored by Apple: Michael Parkin-White

When debugging, distinguishing between material variants used for the main colour pass and depth can be problematic. Including the shader UUID in the material name can aid in distinguishing between differing configurations of the same source material graph. Authored by Apple: Michael Parkin-White
Jason Fielder added 1 commit 2023-09-26 21:26:11 +02:00
596a17e75d GPU: Include material UUID in debug name
When debugging, distinguishing between
material variants used for the main colour
pass and depth can be problematic.

Including the shader UUID in the material
name can aid in distinguishing between
differing configurations of the same
source material graph.

Authored by Apple: Michael Parkin-White
Jason Fielder requested review from Jeroen Bakker 2023-09-26 21:26:22 +02:00
Jeroen Bakker added the
Module
EEVEE & Viewport
label 2023-09-29 11:40:27 +02:00
Jeroen Bakker added this to the 4.1 milestone 2023-09-29 11:40:33 +02:00
Jeroen Bakker added this to the EEVEE & Viewport project 2023-09-29 11:40:38 +02:00
Jeroen Bakker reviewed 2023-10-10 12:20:44 +02:00
@ -841,0 +841,4 @@
#ifndef NDEBUG
/* Include shader_uuid to be able to more easily differentiate between depth/shadow material
* shaders. */
BLI_snprintf(mat->name, 64, "%s_%u\n", name, mat->uuid);
Member

%u isn't the same on all platforms and generate compiler warnings. For BLI_snprintf I would suggest to only use %s and %d and cast the uuid to a regular int. Looking at Eevee-next shader key it only uses 8 bits so it should be safe.

`%u` isn't the same on all platforms and generate compiler warnings. For `BLI_snprintf` I would suggest to only use `%s` and `%d` and cast the uuid to a regular int. Looking at Eevee-next shader key it only uses 8 bits so it should be safe.
Jeroen Bakker requested changes 2023-10-10 12:21:57 +02:00
Jeroen Bakker left a comment
Member

We should remove compiler warnings on other platforms.

We should remove compiler warnings on other platforms.
Jeroen Bakker removed this from the 4.1 milestone 2024-03-13 16:35:40 +01:00
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From your project repository, check out a new branch and test the changes.
git fetch -u GPU_Shader_material_uuid_debug_name:Jason-Fielder-GPU_Shader_material_uuid_debug_name
git checkout Jason-Fielder-GPU_Shader_material_uuid_debug_name
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Reference: blender/blender#112921
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