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
@@ -814,11 +814,10 @@ struct CaptureContextInvoker : ObjectForwarder<ICaptureContext>
revertCallback);
}
virtual IShaderViewer *DebugShader(const ShaderBindpointMapping *bind,
const ShaderReflection *shader, ResourceId pipeline,
virtual IShaderViewer *DebugShader(const ShaderReflection *shader, ResourceId pipeline,
ShaderDebugTrace *trace, const rdcstr &debugContext) override
{
return InvokeRetFunction<IShaderViewer *>(&ICaptureContext::DebugShader, bind, shader, pipeline,
return InvokeRetFunction<IShaderViewer *>(&ICaptureContext::DebugShader, shader, pipeline,
trace, debugContext);
}