mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-12 13:00:32 +00:00
Pass through and allow different source shader encodings when editing
* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can provide it, or compile from HLSL as before. * More importantly, the Vulkan back-end can take SPIR-V compiled from any source, or compile from GLSL as before as a fall-back.
This commit is contained in:
@@ -373,13 +373,15 @@ struct CaptureContextInvoker : ICaptureContext
|
||||
{
|
||||
InvokeVoidFunction(&ICaptureContext::ShowResourceInspector);
|
||||
}
|
||||
virtual IShaderViewer *EditShader(bool customShader, const rdcstr &entryPoint,
|
||||
const rdcstrpairs &files,
|
||||
virtual IShaderViewer *EditShader(bool customShader, ShaderStage stage, const rdcstr &entryPoint,
|
||||
const rdcstrpairs &files, ShaderEncoding shaderEncoding,
|
||||
ShaderCompileFlags flags,
|
||||
IShaderViewer::SaveCallback saveCallback,
|
||||
IShaderViewer::CloseCallback closeCallback) override
|
||||
{
|
||||
return InvokeRetFunction<IShaderViewer *>(&ICaptureContext::EditShader, customShader,
|
||||
entryPoint, files, saveCallback, closeCallback);
|
||||
return InvokeRetFunction<IShaderViewer *>(&ICaptureContext::EditShader, customShader, stage,
|
||||
entryPoint, files, shaderEncoding, flags,
|
||||
saveCallback, closeCallback);
|
||||
}
|
||||
|
||||
virtual IShaderViewer *DebugShader(const ShaderBindpointMapping *bind,
|
||||
|
||||
Reference in New Issue
Block a user