renderer_gl: Add framebuffer object labels

Helps with debugging some of these issues since framebuffers are
somewhat "stateful"
This commit is contained in:
Wunkolo 2026-05-26 09:20:34 -07:00
parent 9dfa91f77a
commit 6dfe81de1e
2 changed files with 13 additions and 0 deletions

View file

@ -75,6 +75,9 @@ BlitHelper::BlitHelper(const Driver& driver_)
vao.Create();
read_fbo.Create();
draw_fbo.Create();
glObjectLabel(GL_FRAMEBUFFER, read_fbo.handle, -1, fmt::format("BlitHelper Read-FBO").data());
glObjectLabel(GL_FRAMEBUFFER, draw_fbo.handle, -1, fmt::format("BlitHelper Draw-FBO").data());
state.draw.vertex_array = vao.handle;
for (u32 i = 0; i < 3; i++) {
state.texture_units[i].sampler = i == 2 ? nearest_sampler.handle : linear_sampler.handle;

View file

@ -125,6 +125,11 @@ TextureRuntime::TextureRuntime(const Driver& driver_, VideoCore::RendererBase& r
for (std::size_t i = 0; i < draw_fbos.size(); ++i) {
draw_fbos[i].Create();
read_fbos[i].Create();
glObjectLabel(GL_FRAMEBUFFER, draw_fbos[i].handle, -1,
fmt::format("TextureRuntime Draw-FBO:{}", i).data());
glObjectLabel(GL_FRAMEBUFFER, read_fbos[i].handle, -1,
fmt::format("TextureRuntime Read-FBO:{}", i).data());
}
}
@ -681,6 +686,11 @@ Framebuffer::Framebuffer(TextureRuntime& runtime, const VideoCore::FramebufferPa
framebuffer.Create();
glObjectLabel(GL_FRAMEBUFFER, framebuffer.handle, -1,
fmt::format("Framebuffer: Color:0x{:x} Depth:0x{:x} Samples:{}",
color ? color->addr : -1, depth ? depth->addr : -1, sample_count)
.data());
OpenGLState state = OpenGLState::GetCurState();
state.draw.draw_framebuffer = framebuffer.handle;
state.Apply();