Files
UnrealEngineUWP/Engine/Source/Runtime/AVEncoder/Public/AVEncoderDebug.h
nick pace 65bfcfd2e7 Integrate Dev-TensorWorks PixelStreaming/AVEncoder changes into Main
#JIRA UCS-1831
[FYI] luke.bermingham, marco.anastasi
#rb aidan.possemiers

#ROBOMERGE-AUTHOR: nick.pace
#ROBOMERGE-SOURCE: CL 17920208 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)

[CL 17922580 by nick pace in ue5-release-engine-test branch]
2021-10-26 09:13:01 -04:00

20 lines
809 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#define DEBUG_SET_D3D11_OBJECT_NAME(D3D11Object, Name) \
{\
static GUID _D3DDebugObjectNameW = {0x4cca5fd8,0x921f,0x42c8,{0x85,0x66,0x70,0xca,0xf2,0xa9,0xb7,0x41}}; \
FString SetName = FString::Format(TEXT("{0} ({1}:{2})"), {FString(Name), FPaths::GetCleanFilename(FString(__FILE__)), __LINE__}); \
D3D11Object->SetPrivateData(_D3DDebugObjectNameW, SetName.Len() * sizeof(TCHAR), *SetName); \
}
#define DEBUG_D3D11_REPORT_LIVE_DEVICE_OBJECT(D3D11Device) \
if((D3D11Device)) \
{ \
TRefCountPtr<ID3D11Debug> DebugInterface; \
if(D3D11Device->QueryInterface(__uuidof(ID3D11Debug), (void**)DebugInterface.GetInitReference()) == S_OK) \
{ \
DebugInterface->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL | D3D11_RLDO_IGNORE_INTERNAL); \
} \
}