Update shader viewer and debugging with new reporting for shader binds

* This shifts from reporting from the old style bindset/bind to the new system
  of only referencing by shader interface and index (independent of binding
  model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
  access and descriptor contents in a fashion friendly to interface-index
  lookup.
This commit is contained in:
baldurk
2024-03-19 17:28:28 +00:00
parent f718e72ac9
commit 2bbe1a8cd9
26 changed files with 645 additions and 674 deletions
+2 -3
View File
@@ -2568,11 +2568,10 @@ void CaptureContext::RevertShaderEdit(IShaderViewer *viewer, ResourceId id)
});
}
IShaderViewer *CaptureContext::DebugShader(const ShaderBindpointMapping *bind,
const ShaderReflection *shader, ResourceId pipeline,
IShaderViewer *CaptureContext::DebugShader(const ShaderReflection *shader, ResourceId pipeline,
ShaderDebugTrace *trace, const rdcstr &debugContext)
{
return ShaderViewer::DebugShader(*this, bind, shader, pipeline, trace, debugContext,
return ShaderViewer::DebugShader(*this, shader, pipeline, trace, debugContext,
m_MainWindow->Widget());
}