Fix shader clears to properly reset all labels

This commit is contained in:
baldurk
2025-09-17 11:26:08 +01:00
parent 86e6941265
commit 7734a36228
2 changed files with 6 additions and 6 deletions
@@ -1085,6 +1085,7 @@ void D3D11PipelineStateViewer::clearShaderState(RDLabel *shader, RDLabel *shader
RDTreeWidget *cbuffer, RDTreeWidget *sub)
{
shader->setText(ToQStr(ResourceId()));
shaderDebug->setText(QString());
tex->clear();
samp->clear();
sub->clear();
@@ -1040,14 +1040,13 @@ void D3D12PipelineStateViewer::setNewMeshPipeFlow()
ui->pipeFlow->setIsolatedStage(5); // compute shader isolated
}
void D3D12PipelineStateViewer::clearShaderState(RDLabel *shader, RDLabel *shaderDebug,
RDLabel *rootSig, RDTreeWidget *tex,
RDTreeWidget *samp, RDTreeWidget *cbuffer,
RDTreeWidget *sub)
void D3D12PipelineStateViewer::clearShaderState(RDLabel *pipeline, RDLabel *shader, RDLabel *rootSig,
RDTreeWidget *tex, RDTreeWidget *samp,
RDTreeWidget *cbuffer, RDTreeWidget *sub)
{
rootSig->setText(ToQStr(ResourceId()));
shader->setText(ToQStr(ResourceId()));
shaderDebug->hide();
pipeline->setText(ToQStr(ResourceId()));
shader->hide();
tex->clear();
samp->clear();
sub->clear();