Not sure how you want to implement this, so thought I'd make it an issue instead of a PR.
After D3D11SwapChain::ResizeBackBuffer destroys the old buffers and calls CreateBackBuffer(); the second time, the new buffers don't get the debug name assigned if one was assigned during initialization.
So after the call it should call SetDebugName(debugName);. Could either store a copy of the name or maybe retrieve it from the private data before the destruction of the old buffers?
Not sure how you want to implement this, so thought I'd make it an issue instead of a PR.
After
D3D11SwapChain::ResizeBackBuffer
destroys the old buffers and callsCreateBackBuffer();
the second time, the new buffers don't get the debug name assigned if one was assigned during initialization.So after the call it should call
SetDebugName(debugName);
. Could either store a copy of the name or maybe retrieve it from the private data before the destruction of the old buffers?