Use shader stage to properly disambiguate entry points on vulkan

* It's possible to have two entry points in a SPIR-V module both named "main" as
  long as they have different stages.
This commit is contained in:
baldurk
2021-10-04 17:03:27 +01:00
parent ff40a98ac7
commit c24dd2e7aa
24 changed files with 88 additions and 74 deletions
@@ -161,7 +161,7 @@ void ConstantBufferPreviewer::OnEventChanged(uint32_t eventId)
m_Ctx.Replay().AsyncInvoke(
[this, prevShader, entryPoint, offset, size, wasEmpty](IReplayController *r) {
rdcarray<ShaderVariable> vars = r->GetCBufferVariableContents(
m_pipe, m_shader, entryPoint, m_slot, m_cbuffer, offset, size);
m_pipe, m_shader, m_stage, entryPoint, m_slot, m_cbuffer, offset, size);
GUIInvoke::call(this, [this, prevShader, vars, wasEmpty] {
RDTreeViewExpansionState &prevShaderExpansionState =