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Change GL pipeline state to just name shaders "<stage> Shader <ID>"
* Since there's no better identifier, as all shaders are main() and there are no filenames to pick up.
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@@ -214,11 +214,14 @@ namespace renderdocui.Windows.PipelineState
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if (stage.Shader == ResourceId.Null)
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shader.Text = "Unbound";
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else
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shader.Text = "Shader " + stage.Shader.ToString();
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shader.Text = stage.stage.Str(APIPipelineStateType.OpenGL) + " Shader " + stage.Shader.ToString();
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// disabled since entry function is always main, and filenames have no names, so this is useless.
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/*
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if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
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shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
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Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
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*/
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int vs = 0;
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int vs2 = 0;
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