From d58d5b76b3adfdae1f479fe151201752a3607573 Mon Sep 17 00:00:00 2001 From: baldurk Date: Sun, 23 Aug 2015 13:15:09 +0200 Subject: [PATCH] Use shader variable name for CS UAV slots, if available --- .../Windows/PipelineState/D3D11PipelineStateViewer.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/renderdocui/Windows/PipelineState/D3D11PipelineStateViewer.cs b/renderdocui/Windows/PipelineState/D3D11PipelineStateViewer.cs index 4305a1452..69e6cd6a0 100644 --- a/renderdocui/Windows/PipelineState/D3D11PipelineStateViewer.cs +++ b/renderdocui/Windows/PipelineState/D3D11PipelineStateViewer.cs @@ -926,6 +926,11 @@ namespace renderdocui.Windows.PipelineState (showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty" ) { + string slotname = i.ToString(); + + if (shaderInput != null && shaderInput.name.Length > 0) + slotname += ": " + shaderInput.name; + UInt32 w = 1, h = 1, d = 1; UInt32 a = 1; string format = "Unknown"; @@ -996,7 +1001,7 @@ namespace renderdocui.Windows.PipelineState } } - var node = csUAVs.Nodes.Add(new object[] { i, name, typename, w, h, d, a, format }); + var node = csUAVs.Nodes.Add(new object[] { slotname, name, typename, w, h, d, a, format }); node.Tag = tag;