Don't use pixel shader details for debugging vertex shader

This commit is contained in:
baldurk committed 2017-08-15 17:36:27 +01:00
1 parent 316c714009
commit 09341a4192
1 file changed
+3 -3
+3 -3
View File
@@ -3051,13 +3051,13 @@ void BufferViewer::debugVertex()
debugContext += tr(", Instance %1").arg(m_Config.curInstance);
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Pixel);
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Vertex);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Pixel);
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Vertex);
// viewer takes ownership of the trace
IShaderViewer *s =
m_Ctx.DebugShader(&bindMapping, shaderDetails, ShaderStage::Pixel, trace, debugContext);
m_Ctx.DebugShader(&bindMapping, shaderDetails, ShaderStage::Vertex, trace, debugContext);
m_Ctx.AddDockWindow(s->Widget(), DockReference::AddTo, this);
});