Report and handle source-level entry point name from exported name

* The compiler could compile an entry point "foo" into an export "bar". We use
  the exported name in most places as that's guaranteed to be unique by the API
  and used for cross-referencing, but when recompiling we pass the original
  source name as in the debug info.
This commit is contained in:
baldurk
2024-03-05 11:38:19 +00:00
parent c1f775eb2e
commit b9fd432d11
7 changed files with 21 additions and 6 deletions
@@ -1026,7 +1026,7 @@ IShaderViewer *PipelineStateViewer::EditOriginalShaderSource(ResourceId id,
files.push_back(make_rdcpair(s.filename, s.contents));
}
return EditShader(id, shaderDetails->stage, shaderDetails->entryPoint,
return EditShader(id, shaderDetails->stage, shaderDetails->debugInfo.entrySourceName,
shaderDetails->debugInfo.compileFlags, shaderDetails->debugInfo.compiler,
shaderDetails->debugInfo.encoding, files);
}