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d3d12: name rtts/ds/texture for debugging purpose
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@ -299,6 +299,8 @@ ID3D12Resource *render_targets::bind_address_as_render_targets(ID3D12Device *dev
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IID_PPV_ARGS(rtt.GetAddressOf())
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);
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render_targets_storage[address] = rtt;
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std::wstring name = L"rtt_@" + std::to_wstring(address);
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rtt->SetName(name.c_str());
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return rtt.Get();
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}
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@ -339,6 +341,8 @@ ID3D12Resource * render_targets::bind_address_as_depth_stencil(ID3D12Device * de
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IID_PPV_ARGS(new_depth_stencil.GetAddressOf())
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);
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depth_stencil_storage[address] = new_depth_stencil;
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std::wstring name = L"ds_@" + std::to_wstring(address);
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new_depth_stencil->SetName(name.c_str());
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return new_depth_stencil.Get();
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}
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@ -201,6 +201,8 @@ void D3D12GSRender::upload_and_bind_textures(ID3D12GraphicsCommandList *command_
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if (cached_texture != nullptr)
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get_current_resource_storage().dirty_textures.push_back(m_texture_cache.remove_from_cache(texaddr));
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ComPtr<ID3D12Resource> tex = upload_single_texture(textures[i], m_device.Get(), command_list, m_texture_upload_data);
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std::wstring name = L"texture_@" + std::to_wstring(texaddr);
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tex->SetName(name.c_str());
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vram_texture = tex.Get();
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m_texture_cache.store_and_protect_data(texaddr, texaddr, get_texture_size(textures[i]), format, w, h, textures[i].mipmap(), tex);
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}
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