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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.
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@@ -1026,7 +1026,7 @@ IShaderViewer *PipelineStateViewer::EditOriginalShaderSource(ResourceId id,
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files.push_back(make_rdcpair(s.filename, s.contents));
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}
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return EditShader(id, shaderDetails->stage, shaderDetails->entryPoint,
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return EditShader(id, shaderDetails->stage, shaderDetails->debugInfo.entrySourceName,
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shaderDetails->debugInfo.compileFlags, shaderDetails->debugInfo.compiler,
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shaderDetails->debugInfo.encoding, files);
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}
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