Use shader encoding when saving shaders to disk

This commit is contained in:
baldurk
2020-03-06 10:37:09 +00:00
parent 85a5752569
commit f23d86fb6b
@@ -1163,17 +1163,15 @@ bool PipelineStateViewer::SaveShaderFile(const ShaderReflection *shader)
QString filter;
if(m_Ctx.CurPipelineState().IsCaptureD3D11() || m_Ctx.CurPipelineState().IsCaptureD3D12())
switch(shader->encoding)
{
filter = tr("DXBC Shader files (*.dxbc)");
}
else if(m_Ctx.CurPipelineState().IsCaptureGL())
{
filter = tr("GLSL files (*.glsl)");
}
else if(m_Ctx.CurPipelineState().IsCaptureVK())
{
filter = tr("SPIR-V files (*.spv)");
case ShaderEncoding::DXBC: filter = tr("DXBC Shader files (*.dxbc)"); break;
case ShaderEncoding::HLSL: filter = tr("HLSL files (*.hlsl)"); break;
case ShaderEncoding::GLSL: filter = tr("GLSL files (*.glsl)"); break;
case ShaderEncoding::SPIRV: filter = tr("SPIR-V files (*.spv)"); break;
case ShaderEncoding::SPIRVAsm: filter = tr("SPIR-V assembly files (*.spvasm)"); break;
case ShaderEncoding::Unknown:
case ShaderEncoding::Count: filter = tr("All files (*.*)"); break;
}
QString filename = RDDialog::getSaveFileName(this, tr("Save Shader As"), QString(), filter);