Closed IAmNotHanni closed 1 year ago
Currently, we are using the following code for internal naming of Vulkan objects:
void Device::set_debug_marker_name(void *object, VkDebugReportObjectTypeEXT object_type, const std::string &name) const { #ifndef NDEBUG if (!m_enable_vulkan_debug_markers) { return; } assert(object); assert(!name.empty()); assert(m_vk_debug_marker_set_object_name); auto name_info = make_info<VkDebugMarkerObjectNameInfoEXT>(); name_info.objectType = object_type; name_info.object = reinterpret_cast<std::uint64_t>(object); // NOLINT name_info.pObjectName = name.c_str(); if (const auto result = m_vk_debug_marker_set_object_name(m_device, &name_info); result != VK_SUCCESS) { throw VulkanException("Failed to assign Vulkan debug marker name " + name + "!", result); } #endif }
We must use a unified way of naming Vulkan objects in the code. This means
std::string
std::move
VK_EXT_debug_utils
-
none
I close this because it's part of https://github.com/inexorgame/vulkan-renderer/issues/537
Is your feature request related to a problem?
Currently, we are using the following code for internal naming of Vulkan objects:
Description
We must use a unified way of naming Vulkan objects in the code. This means
std::string
andstd::move
itVK_EXT_debug_utils
Alternatives
-
Affected Code
-
Operating System
-
Additional Context
none