// 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::Printf(TEXT("%s (%s:%d)"), *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 DebugInterface; \ if(D3D11Device->QueryInterface(__uuidof(ID3D11Debug), (void**)DebugInterface.GetInitReference()) == S_OK) \ { \ DebugInterface->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL | D3D11_RLDO_IGNORE_INTERNAL); \ } \ }