In D3D11 support setting friendly names on shaders

This commit is contained in:
baldurk
2014-09-10 18:25:29 +01:00
parent 2735de8b9a
commit 35884170eb
6 changed files with 54 additions and 3 deletions
+33
View File
@@ -208,6 +208,39 @@ namespace renderdocui.Code
return ResourceId.Null;
}
public string GetShaderName(ShaderStageType stage)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_D3D11.m_VS.ShaderName;
case ShaderStageType.Domain: return m_D3D11.m_DS.ShaderName;
case ShaderStageType.Hull: return m_D3D11.m_HS.ShaderName;
case ShaderStageType.Geometry: return m_D3D11.m_GS.ShaderName;
case ShaderStageType.Pixel: return m_D3D11.m_PS.ShaderName;
case ShaderStageType.Compute: return m_D3D11.m_CS.ShaderName;
}
}
else if (IsLogGL)
{
switch (stage)
{
case ShaderStageType.Vertex: return String.Format("Shader {0}", m_GL.m_VS.Shader);
case ShaderStageType.Tess_Control: return String.Format("Shader {0}", m_GL.m_TCS.Shader);
case ShaderStageType.Tess_Eval: return String.Format("Shader {0}", m_GL.m_TES.Shader);
case ShaderStageType.Geometry: return String.Format("Shader {0}", m_GL.m_GS.Shader);
case ShaderStageType.Fragment: return String.Format("Shader {0}", m_GL.m_FS.Shader);
case ShaderStageType.Compute: return String.Format("Shader {0}", m_GL.m_CS.Shader);
}
}
}
return "";
}
public void GetIBuffer(out ResourceId buf, out uint ByteOffset, out ResourceFormat IndexFormat)
{
if (LogLoaded)