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Improve handling of compilers & command line for edited shaders
* We store the compiler used (when known) in shader debug info and use that to select the compiler for editing as even higher priority than the default for a given language/encoding combination. * We also ensure that for known tools we add the input and output parameters last, after any custom parameters, so that they are always present regardless of what the user puts in.
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@@ -754,13 +754,13 @@ struct CaptureContextInvoker : ObjectForwarder<ICaptureContext>
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InvokeVoidFunction(&ICaptureContext::ShowResourceInspector);
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}
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virtual IShaderViewer *EditShader(ResourceId id, ShaderStage stage, const rdcstr &entryPoint,
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const rdcstrpairs &files, ShaderEncoding shaderEncoding,
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ShaderCompileFlags flags,
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const rdcstrpairs &files, KnownShaderTool knownTool,
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ShaderEncoding shaderEncoding, ShaderCompileFlags flags,
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IShaderViewer::SaveCallback saveCallback,
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IShaderViewer::RevertCallback revertCallback) override
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{
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return InvokeRetFunction<IShaderViewer *>(&ICaptureContext::EditShader, id, stage, entryPoint,
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files, shaderEncoding, flags, saveCallback,
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files, knownTool, shaderEncoding, flags, saveCallback,
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revertCallback);
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}
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