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metal: implement buffer/texture debug names.
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@@ -76,6 +76,9 @@ Buffer::Buffer(love::graphics::Graphics *gfx, id<MTLDevice> device, const Settin
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if (buffer == nil)
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throw love::Exception("Could not create buffer with %d bytes (out of VRAM?)", size);
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if (!debugName.empty())
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buffer.label = @(debugName.c_str());
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if (usageFlags & BUFFERUSAGEFLAG_TEXEL)
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{
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if (@available(iOS 12, macOS 10.14, *))
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@@ -86,6 +86,9 @@ Texture::Texture(love::graphics::Graphics *gfxbase, id<MTLDevice> device, const
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if (texture == nil)
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throw love::Exception("Out of graphics memory.");
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if (!debugName.empty())
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texture.label = @(debugName.c_str());
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actualMSAASamples = gfx->getClosestMSAASamples(getRequestedMSAA());
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if (actualMSAASamples > 1)
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@@ -100,6 +103,9 @@ Texture::Texture(love::graphics::Graphics *gfxbase, id<MTLDevice> device, const
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texture = nil;
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throw love::Exception("Out of graphics memory.");
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}
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if (!debugName.empty())
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msaaTexture.label = [@(debugName.c_str()) stringByAppendingString:@" (MSAA buffer)"];
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}
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int mipcount = getMipmapCount();
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