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090fd3fefa
The original idea of returning pointers is that handles can be moved. The problem is that the implementation didn't take that in mind and made everything harder to work with. This commit drops pointer to handles and returns the handles themselves. While it is still true that handles can be invalidated, this way we get an old handle instead of a dangling pointer. This problem can be solved in the future with sparse buffers.
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string>
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#include <vector>
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#include <fmt/format.h>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/renderer_opengl/utils.h"
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namespace OpenGL {
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void LabelGLObject(GLenum identifier, GLuint handle, VAddr addr, std::string_view extra_info) {
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if (!GLAD_GL_KHR_debug) {
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// We don't need to throw an error as this is just for debugging
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return;
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}
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std::string object_label;
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if (extra_info.empty()) {
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switch (identifier) {
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case GL_TEXTURE:
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object_label = fmt::format("Texture@0x{:016X}", addr);
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break;
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case GL_PROGRAM:
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object_label = fmt::format("Shader@0x{:016X}", addr);
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break;
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default:
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object_label = fmt::format("Object(0x{:X})@0x{:016X}", identifier, addr);
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break;
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}
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} else {
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object_label = fmt::format("{}@0x{:016X}", extra_info, addr);
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}
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glObjectLabel(identifier, handle, -1, static_cast<const GLchar*>(object_label.c_str()));
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}
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} // namespace OpenGL
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