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.
This commit is contained in:
baldurk
2018-02-09 19:03:55 +00:00
parent 387de2527e
commit d3bf628394
21 changed files with 96 additions and 84 deletions
+1 -1
View File
@@ -207,7 +207,7 @@ public:
return ResourceId();
}
rdcarray<ShaderEntryPoint> GetShaderEntryPoints(ResourceId shader) { return {}; }
ShaderReflection *GetShader(ResourceId shader, string entryPoint) { return NULL; }
ShaderReflection *GetShader(ResourceId shader, ShaderEntryPoint entry) { return NULL; }
vector<string> GetDisassemblyTargets() { return {"N/A"}; }
string DisassembleShader(ResourceId pipeline, const ShaderReflection *refl, const string &target)
{