Name major Vulkan GPU objects and label render passes
Add PRK_VULKAN_DEBUG_UTILS=1, off by default and independent of validation layers, using DebugUtilsConfiguration with the existing boolean parsing conventions. Reuse DebugUtils and renderer resource ownership paths to name major GPU resources and add named command regions for passes. No reverse-engineered content. Validate with renderer build/tests, real Vulkan enabled/disabled controls, and Wayrender captures. Verified windowed GUI rendering and resize with clean validation, and named passes/pipelines/GUI/font resources in a Wayrender trace without validation. Headless controls produce identical frame hashes. Wayrender reports its bounded operation-metadata budget warning. Also correct the reproduced pre-existing headless instance/device extension mismatch (VK_KHR_swapchain requires VK_KHR_surface). Final validation passed: client build (only the existing NU1903 ILCompiler advisory), 741 renderer unit tests, 35 real Vulkan tests, and 72 allocator tests; two existing tests skipped. Enabled/disabled headless validation runs and windowed rendering/resize are clean. AO-enabled validation and whitespace/case-insensitive configuration parsing were exercised. Wayrender enabled/disabled controls confirm named regions/passes versus raw handles, with matching headless frame hashes. No full live-game capture was performed. Pull request: #3015 https://git.project-rk.com/prk/engines/pulls/3015 Branch: feature/name-vulkan-gpu-objects → develop. Commit: af405155f.
Checklist
1 of 1 complete- Implement independent opt-in debug utils and major resource/pass instrumentation; build and validate enabled/disabled paths.
- Area
- Project Rubi-Ka
- Project
- engines
- Kind
- Feature
- Task ID
tsk_ptwjmgfrbv- Updated