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In D3D11 support setting friendly names on shaders
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@@ -208,6 +208,39 @@ namespace renderdocui.Code
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return ResourceId.Null;
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}
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public string GetShaderName(ShaderStageType stage)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_D3D11.m_VS.ShaderName;
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case ShaderStageType.Domain: return m_D3D11.m_DS.ShaderName;
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case ShaderStageType.Hull: return m_D3D11.m_HS.ShaderName;
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case ShaderStageType.Geometry: return m_D3D11.m_GS.ShaderName;
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case ShaderStageType.Pixel: return m_D3D11.m_PS.ShaderName;
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case ShaderStageType.Compute: return m_D3D11.m_CS.ShaderName;
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}
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}
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else if (IsLogGL)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return String.Format("Shader {0}", m_GL.m_VS.Shader);
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case ShaderStageType.Tess_Control: return String.Format("Shader {0}", m_GL.m_TCS.Shader);
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case ShaderStageType.Tess_Eval: return String.Format("Shader {0}", m_GL.m_TES.Shader);
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case ShaderStageType.Geometry: return String.Format("Shader {0}", m_GL.m_GS.Shader);
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case ShaderStageType.Fragment: return String.Format("Shader {0}", m_GL.m_FS.Shader);
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case ShaderStageType.Compute: return String.Format("Shader {0}", m_GL.m_CS.Shader);
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}
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}
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}
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return "";
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}
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public void GetIBuffer(out ResourceId buf, out uint ByteOffset, out ResourceFormat IndexFormat)
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{
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if (LogLoaded)
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