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Tweak naming of SPIR-V IDs to match between shader reflection and debug
* This helps for the automated tests to match up debugged values against output signatures for vertex shaders
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@@ -771,10 +771,6 @@ void Reflector::MakeReflection(const GraphicsAPI sourceAPI, const ShaderStage st
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// try to use the instance/variable name
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rdcstr name = strings[global.id];
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// for structs, use the type name
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if(name.empty() && baseType.type == DataType::StructType)
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name = baseType.name;
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// otherwise fall back to naming after the builtin or location
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if(name.empty())
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{
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@@ -848,7 +844,7 @@ void Reflector::MakeReflection(const GraphicsAPI sourceAPI, const ShaderStage st
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if(!baseType.children[i].name.empty())
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childname += "." + baseType.children[i].name;
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else
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childname += StringFormat::Fmt(".child%zu", i);
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childname += StringFormat::Fmt("._child%zu", i);
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SPIRVInterfaceAccess patch;
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patch.accessChain = {i};
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@@ -1588,7 +1584,7 @@ void Reflector::AddSignatureParameter(const bool isInput, const ShaderStage stag
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if(!varType->children[c].name.empty())
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childName += "." + varType->children[c].name;
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else
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childName += StringFormat::Fmt(".child%zu", c);
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childName += StringFormat::Fmt("._child%zu", c);
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AddSignatureParameter(isInput, stage, globalID, varType->id, regIndex, patch, childName,
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dataTypes[varType->children[c].type],
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