Use API entry point not source entry point when decompiling source

This commit is contained in:
baldurk
2024-11-04 13:55:06 +00:00
parent e4bd840125
commit ec261a2f85
2 changed files with 3 additions and 3 deletions
@@ -279,7 +279,7 @@ ShaderToolOutput ShaderProcessingTool::DisassembleShader(QWidget *window,
arg = output_file = tmpPath(lit("shader_output"));
if(arg == lit("{entry_point}"))
{
arg = shaderDetails->debugInfo.entrySourceName;
arg = shaderDetails->entryPoint;
if(arg.isEmpty())
arg = lit("main");
}
@@ -1021,8 +1021,8 @@ IShaderViewer *PipelineStateViewer::EditDecompiledSource(const ShaderProcessingT
if(flag.name == "@spirver")
flags.flags.push_back(flag);
IShaderViewer *sv = EditShader(id, shaderDetails->stage, shaderDetails->debugInfo.entrySourceName,
flags, KnownShaderTool::Unknown, tool.output, files);
IShaderViewer *sv = EditShader(id, shaderDetails->stage, shaderDetails->entryPoint, flags,
KnownShaderTool::Unknown, tool.output, files);
sv->ShowErrors(out.log);