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authorPokechu22 <Pokechu022@gmail.com>2021-12-09 14:00:08 -0800
committerPokechu22 <Pokechu022@gmail.com>2022-01-01 11:38:56 -0800
commitafd02b79a511f88ae8c7d0be0c49f529967cb243 (patch)
tree1781e71210824a223404131a80f7acb674773166 /Source/Core/VideoCommon/PostProcessing.cpp
parent85d2ea0dd28444effed13a622360253f2d74bcba (diff)
VideoCommon: Add names for textures and shaders
Diffstat (limited to 'Source/Core/VideoCommon/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoCommon/PostProcessing.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp
index 8d0b758c6f..69c3dcfa0c 100644
--- a/Source/Core/VideoCommon/PostProcessing.cpp
+++ b/Source/Core/VideoCommon/PostProcessing.cpp
@@ -646,7 +646,8 @@ bool PostProcessing::CompileVertexShader()
ss << "}\n";
- m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str());
+ m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str(),
+ "Post-processing vertex shader");
if (!m_vertex_shader)
{
PanicAlertFmt("Failed to compile post-processing vertex shader");
@@ -736,7 +737,8 @@ bool PostProcessing::CompilePixelShader()
// Generate GLSL and compile the new shader.
m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
m_pixel_shader = g_renderer->CreateShaderFromSource(
- ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
+ ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
+ fmt::format("Post-processing pixel shader: {}", m_config.GetShader()));
if (!m_pixel_shader)
{
PanicAlertFmt("Failed to compile post-processing shader {}", m_config.GetShader());
@@ -744,7 +746,8 @@ bool PostProcessing::CompilePixelShader()
// Use default shader.
m_config.LoadDefaultShader();
m_pixel_shader = g_renderer->CreateShaderFromSource(
- ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
+ ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
+ "Default post-processing pixel shader");
if (!m_pixel_shader)
return false;
}