Add labels to iced_wgpu internals

This commit is contained in:
Héctor Ramón Jiménez 2020-08-31 14:41:41 +02:00
parent 07880c392c
commit 44118263b5
6 changed files with 46 additions and 38 deletions

View file

@ -28,7 +28,7 @@ impl Blit {
let constant_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
label: Some("iced_wgpu::triangle:msaa uniforms layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
@ -39,7 +39,7 @@ impl Blit {
let constant_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
label: Some("iced_wgpu::triangle::msaa uniforms bind group"),
layout: &constant_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
@ -49,7 +49,7 @@ impl Blit {
let texture_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
label: Some("iced_wgpu::triangle::msaa texture layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
@ -64,7 +64,7 @@ impl Blit {
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
label: Some("iced_wgpu::triangle::msaa pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&constant_layout, &texture_layout],
});
@ -79,7 +79,7 @@ impl Blit {
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
label: Some("iced_wgpu::triangle::msaa pipeline"),
layout: Some(&layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
@ -221,7 +221,7 @@ impl Targets {
};
let attachment = device.create_texture(&wgpu::TextureDescriptor {
label: None,
label: Some("iced_wgpu::triangle::msaa attachment"),
size: extent,
mip_level_count: 1,
sample_count,
@ -231,7 +231,7 @@ impl Targets {
});
let resolve = device.create_texture(&wgpu::TextureDescriptor {
label: None,
label: Some("iced_wgpu::triangle::msaa resolve target"),
size: extent,
mip_level_count: 1,
sample_count: 1,
@ -248,7 +248,7 @@ impl Targets {
resolve.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
label: Some("iced_wgpu::triangle::msaa texture bind group"),
layout: texture_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,