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Don't display a register/slot index for built-in shader variables
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@@ -515,8 +515,11 @@ void ShaderViewer::debugShader(const ShaderBindpointMapping *bind, const ShaderR
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QString semIdx = s.needSemanticIndex ? QString::number(s.semanticIndex) : QString();
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QString regIdx =
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s.systemValue == ShaderBuiltin::Undefined ? QString::number(s.regIndex) : lit("-");
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ui->inputSig->addTopLevelItem(new RDTreeWidgetItem(
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{name, semIdx, s.regIndex, TypeString(s), ToQStr(s.systemValue),
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{name, semIdx, QString::number(s.regIndex), TypeString(s), ToQStr(s.systemValue),
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GetComponentString(s.regChannelMask), GetComponentString(s.channelUsedMask)}));
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}
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@@ -543,8 +546,11 @@ void ShaderViewer::debugShader(const ShaderBindpointMapping *bind, const ShaderR
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QString semIdx = s.needSemanticIndex ? QString::number(s.semanticIndex) : QString();
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QString regIdx =
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s.systemValue == ShaderBuiltin::Undefined ? QString::number(s.regIndex) : lit("-");
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ui->outputSig->addTopLevelItem(new RDTreeWidgetItem(
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{name, semIdx, s.regIndex, TypeString(s), ToQStr(s.systemValue),
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{name, semIdx, regIdx, TypeString(s), ToQStr(s.systemValue),
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GetComponentString(s.regChannelMask), GetComponentString(s.channelUsedMask)}));
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}
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}
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