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Handle opening vulkan shaders that are not in a pipeline.
* Previously we were relying on the pipeline info create to initialise the reflection for an entry point, now we do it on demand wherever it is needed.
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@@ -609,12 +609,17 @@ void ShaderViewer::updateWindowTitle()
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{
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if(m_ShaderDetails)
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{
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QString shaderName = m_Ctx.GetResourceName(m_ShaderDetails->resourceId);
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// if the shader is currently bound, look up the name through the pipeline state. This is purely
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// for the benefit of D3D12 which doesn't have separate shader objects
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if(m_Ctx.CurPipelineState().GetShader(m_Stage) == m_ShaderDetails->resourceId)
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shaderName = m_Ctx.CurPipelineState().GetShaderName(m_Stage);
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if(m_Trace)
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setWindowTitle(QFormatStr("Debugging %1 - %2")
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.arg(m_Ctx.CurPipelineState().GetShaderName(m_Stage))
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.arg(m_DebugContext));
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setWindowTitle(QFormatStr("Debugging %1 - %2").arg(shaderName).arg(m_DebugContext));
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else
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setWindowTitle(m_Ctx.CurPipelineState().GetShaderName(m_Stage));
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setWindowTitle(shaderName);
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}
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}
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