Append shader entry point and filename to existing resource IDs

* This way even if shader debug info is present there are still resource
  links.
This commit is contained in:
baldurk
2018-03-01 16:46:25 +00:00
parent c445395967
commit d1df4bdcc1
@@ -1271,20 +1271,22 @@ void VulkanPipelineStateViewer::setShaderState(const VKPipe::Shader &stage,
{
ShaderReflection *shaderDetails = stage.reflection;
shader->setText(
QFormatStr("%1: %2").arg(ToQStr(pipe.pipelineResourceId)).arg(ToQStr(stage.resourceId)));
QString shText =
QFormatStr("%1: %2").arg(ToQStr(pipe.pipelineResourceId)).arg(ToQStr(stage.resourceId));
if(shaderDetails != NULL)
{
QString entryFunc = shaderDetails->entryPoint;
if(!shaderDetails->debugInfo.files.isEmpty() || entryFunc != lit("main"))
shader->setText(entryFunc + lit("()"));
if(entryFunc != lit("main"))
shText += lit(": ") + entryFunc + lit("()");
if(!shaderDetails->debugInfo.files.isEmpty())
shader->setText(entryFunc + lit("() - ") +
QFileInfo(shaderDetails->debugInfo.files[0].filename).fileName());
shText += lit(" - ") + QFileInfo(shaderDetails->debugInfo.files[0].filename).fileName();
}
shader->setText(shText);
int vs = 0;
// hide the tree columns. The functions below will add it