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.
This commit is contained in:
baldurk
2015-02-27 12:24:47 +00:00
parent 9e908779ce
commit cd35c726bc
@@ -214,11 +214,14 @@ namespace renderdocui.Windows.PipelineState
if (stage.Shader == ResourceId.Null)
shader.Text = "Unbound";
else
shader.Text = "Shader " + stage.Shader.ToString();
shader.Text = stage.stage.Str(APIPipelineStateType.OpenGL) + " Shader " + stage.Shader.ToString();
// disabled since entry function is always main, and filenames have no names, so this is useless.
/*
if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
*/
int vs = 0;
int vs2 = 0;