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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baldurk committed 2018-02-09 19:03:55 +00:00
1 parent 387de2527e
commit d3bf628394
21 files changed
+96 -84

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@@ -333,7 +333,7 @@ rdcarray<ShaderEntryPoint> ReplayController::GetShaderEntryPoints(ResourceId sha
ShaderReflection *ReplayController::GetShader(ResourceId shader, ShaderEntryPoint entry)
{
return m_pDevice->GetShader(m_pDevice->GetLiveID(shader), entry.name);
return m_pDevice->GetShader(m_pDevice->GetLiveID(shader), entry);
}
rdcarray<EventUsage> ReplayController::GetUsage(ResourceId id)