Use GLSL highlighting for now on vulkan source files

* Later we should pipe through the source language from the SPIR-V and
  use that instead, for the other APIs it's just trivially HLSL/GLSL.
This commit is contained in:
baldurk
2017-06-01 11:28:38 +01:00
parent cbdf9951b9
commit 59977e47de
+2 -3
View File
@@ -526,9 +526,8 @@ void ShaderViewer::OnEventChanged(uint32_t eventID)
ScintillaEdit *ShaderViewer::AddFileScintilla(const QString &name, const QString &text)
{
ScintillaEdit *scintilla =
MakeEditor(lit("scintilla") + name, text,
m_Ctx.APIProps().localRenderer == GraphicsAPI::OpenGL ? SCLEX_GLSL : SCLEX_HLSL);
ScintillaEdit *scintilla = MakeEditor(
lit("scintilla") + name, text, IsD3D(m_Ctx.APIProps().localRenderer) ? SCLEX_HLSL : SCLEX_GLSL);
scintilla->setReadOnly(true);
scintilla->setWindowTitle(name);
((QWidget *)scintilla)->setProperty("name", name);