Use shader reflection variable names if no custom image names are set

This commit is contained in:
baldurk
2015-10-04 00:33:41 +02:00
parent 583ca8b78e
commit 0007b9d63f
@@ -688,6 +688,19 @@ namespace renderdocui.Windows.PipelineState
name = texs[t].name;
typename = texs[t].resType.Str();
if (!texs[t].customName && state.FS.ShaderDetails != null)
{
for(int s=0; s < state.FS.ShaderDetails.OutputSig.Length; s++)
{
if(state.FS.ShaderDetails.OutputSig[s].regIndex == i &&
(state.FS.ShaderDetails.OutputSig[s].systemValue == SystemAttribute.None ||
state.FS.ShaderDetails.OutputSig[s].systemValue == SystemAttribute.ColourOutput))
{
name = String.Format("<{0}>", state.FS.ShaderDetails.OutputSig[s].varName);
}
}
}
tag = texs[t];
}
}