mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-04 17:10:47 +00:00
Use shader encoding when saving shaders to disk
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user