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Add a backend query to check shader encodings BuildTargetShader allows
* This will allow the backend to specify both the native format (e.g. SPIR-V, DXBC) as well as a language it might be able to internally compile (GLSL or HLSL). * The caller will then able to decide for itself whether it wants to compile to native format and pass that down, or pass the language down and let it be built internally. * Currently BuildTargetShader still only accepts shader source.
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@@ -64,6 +64,7 @@ struct CaptureContextInvoker : ICaptureContext
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}
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virtual const FrameDescription &FrameInfo() override { return m_Ctx.FrameInfo(); }
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virtual const APIProperties &APIProps() override { return m_Ctx.APIProps(); }
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virtual rdcarray<ShaderEncoding> TargetShaderEncodings() { return m_Ctx.TargetShaderEncodings(); }
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virtual uint32_t CurSelectedEvent() override { return m_Ctx.CurSelectedEvent(); }
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virtual uint32_t CurEvent() override { return m_Ctx.CurEvent(); }
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virtual const DrawcallDescription *CurSelectedDrawcall() override
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