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Add debug utils labels for built-in shadersets and enable debug utils in vsgviewer #350

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1 change: 1 addition & 0 deletions examples/app/vsgviewer/vsgviewer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -71,6 +71,7 @@ int main(int argc, char** argv)
windowTraits->debugLayer = arguments.read({"--debug", "-d"});
windowTraits->apiDumpLayer = arguments.read({"--api", "-a"});
windowTraits->synchronizationLayer = arguments.read("--sync");
windowTraits->debugUtils = arguments.read("--debug-utils");
bool reportAverageFrameRate = arguments.read("--fps");
if (arguments.read("--double-buffer")) windowTraits->swapchainPreferences.imageCount = 2;
if (arguments.read("--triple-buffer")) windowTraits->swapchainPreferences.imageCount = 3; // default
Expand Down
4 changes: 4 additions & 0 deletions examples/utils/vsgshaderset/flat.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,9 @@ vsg::ref_ptr<vsg::ShaderSet> flat_ShaderSet(vsg::ref_ptr<const vsg::Options> opt
vsg::info("Local flat_ShaderSet(", options, ")");

auto vertexShader = vsg::read_cast<vsg::ShaderStage>("shaders/standard.vert", options);
vertexShader->module->setValue("DebugUtilsName", "VSG built-in standard.vert");
auto fragmentShader = vsg::read_cast<vsg::ShaderStage>("shaders/standard_flat_shaded.frag", options);
fragmentShader->module->setValue("DebugUtilsName", "VSG built-in standard_flat_shaded.frag");

if (!vertexShader || !fragmentShader)
{
Expand Down Expand Up @@ -78,5 +80,7 @@ vsg::ref_ptr<vsg::ShaderSet> flat_ShaderSet(vsg::ref_ptr<const vsg::Options> opt

shaderSet->customDescriptorSetBindings.push_back(vsg::ViewDependentStateBinding::create(VIEW_DESCRIPTOR_SET));

shaderSet->setValue("DebugUtilsName", "VSG built-in flat ShaderSet");

return shaderSet;
}
4 changes: 4 additions & 0 deletions examples/utils/vsgshaderset/pbr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,9 @@ vsg::ref_ptr<vsg::ShaderSet> pbr_ShaderSet(vsg::ref_ptr<const vsg::Options> opti
vsg::info("Local pbr_ShaderSet(", options, ")");

auto vertexShader = vsg::read_cast<vsg::ShaderStage>("shaders/standard.vert", options);
vertexShader->module->setValue("DebugUtilsName", "VSG built-in standard.vert");
auto fragmentShader = vsg::read_cast<vsg::ShaderStage>("shaders/standard_pbr.frag", options);
fragmentShader->module->setValue("DebugUtilsName", "VSG built-in standard_pbr.frag");

if (!vertexShader || !fragmentShader)
{
Expand Down Expand Up @@ -80,5 +82,7 @@ vsg::ref_ptr<vsg::ShaderSet> pbr_ShaderSet(vsg::ref_ptr<const vsg::Options> opti

shaderSet->customDescriptorSetBindings.push_back(vsg::ViewDependentStateBinding::create(VIEW_DESCRIPTOR_SET));

shaderSet->setValue("DebugUtilsName", "VSG built-in PBR ShaderSet");

return shaderSet;
}
4 changes: 4 additions & 0 deletions examples/utils/vsgshaderset/phong.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,9 @@ vsg::ref_ptr<vsg::ShaderSet> phong_ShaderSet(vsg::ref_ptr<const vsg::Options> op
vsg::info("Local phong_ShaderSet(", options, ")");

auto vertexShader = vsg::read_cast<vsg::ShaderStage>("shaders/standard.vert", options);
vertexShader->module->setValue("DebugUtilsName", "VSG built-in standard.vert");
auto fragmentShader = vsg::read_cast<vsg::ShaderStage>("shaders/standard_phong.frag", options);
fragmentShader->module->setValue("DebugUtilsName", "VSG built-in standard_phong.frag");

if (!vertexShader || !fragmentShader)
{
Expand Down Expand Up @@ -76,5 +78,7 @@ vsg::ref_ptr<vsg::ShaderSet> phong_ShaderSet(vsg::ref_ptr<const vsg::Options> op

shaderSet->customDescriptorSetBindings.push_back(vsg::ViewDependentStateBinding::create(VIEW_DESCRIPTOR_SET));

shaderSet->setValue("DebugUtilsName", "VSG built-in Phong ShaderSet");

return shaderSet;
}
4 changes: 4 additions & 0 deletions examples/utils/vsgshaderset/text.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,9 @@ vsg::ref_ptr<vsg::ShaderSet> text_ShaderSet(vsg::ref_ptr<const vsg::Options> opt

// load shaders
auto vertexShader = vsg::read_cast<vsg::ShaderStage>("shaders/text.vert", options);
vertexShader->module->setValue("DebugUtilsName", "VSG built-in text.vert");
auto fragmentShader = vsg::read_cast<vsg::ShaderStage>("shaders/text.frag", options);
fragmentShader->module->setValue("DebugUtilsName", "VSG built-in text.frag");

if (!vertexShader || !fragmentShader)
{
Expand Down Expand Up @@ -83,5 +85,7 @@ vsg::ref_ptr<vsg::ShaderSet> text_ShaderSet(vsg::ref_ptr<const vsg::Options> opt
auto colorBlendState = vsg::ColorBlendState::create(vsg::ColorBlendState::ColorBlendAttachments{colorBlendAttachment});
shaderSet->defaultGraphicsPipelineStates.push_back(colorBlendState);

shaderSet->setValue("DebugUtilsName", "VSG built-in text ShaderSet");

return shaderSet;
}