Adding object debug naming
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@@ -66,6 +66,7 @@ struct TextureCreateInfo
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uint32 samples = 1;
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Gfx::SeImageUsageFlags usage = Gfx::SE_IMAGE_USAGE_SAMPLED_BIT;
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Gfx::SeMemoryPropertyFlags memoryProps = Gfx::SE_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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std::string name;
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};
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struct SamplerCreateInfo
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{
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@@ -85,6 +86,7 @@ struct SamplerCreateInfo
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float maxLod = 0.0f;
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Gfx::SeBorderColor borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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uint32 unnormalizedCoordinates = 0;
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std::string name;
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};
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struct VertexBufferCreateInfo
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{
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@@ -92,22 +94,26 @@ struct VertexBufferCreateInfo
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// bytes per vertex
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uint32 vertexSize = 0;
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uint32 numVertices = 0;
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std::string name;
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};
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struct IndexBufferCreateInfo
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{
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DataSource sourceData = DataSource();
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Gfx::SeIndexType indexType = Gfx::SeIndexType::SE_INDEX_TYPE_UINT16;
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std::string name;
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};
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struct UniformBufferCreateInfo
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{
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DataSource sourceData = DataSource();
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uint8 dynamic = 0;
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std::string name;
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};
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struct ShaderBufferCreateInfo
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{
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DataSource sourceData = DataSource();
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uint64 numElements = 1;
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uint8 dynamic = 0;
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std::string name;
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};
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struct ShaderCreateInfo
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{
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