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Expand shader assignment info to report the label along side the shader type #335
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Reason to get this in for first release is to have the SceneInspector user guide example make sense. |
A related request is that we make the coshader handles more readable, so we should ideally implement that at the same time. I'm currently thinking we'll need a hidden internal string plug which tracks the node name, allowing us to correctly use the name in dependency propagation, hash computation etc. |
We were overwriting the handle of the shader every time we accessed it, and the handle was being based on the node passed to shaderHandle(). We now never overwrite a handle once it has been generated, and also base the handle on the shader itself rather than the node it was computed for. When we do GafferHQ#335, we'll now be able to extract a useful label from the shader to use as part of the handle.
Another thing to note is that we need to make the coshader handles stable from one call to Shader::state() to the next - currently they're not and that makes debugging a right pain. |
Building on #147, we should really give the node label rather than just the compiled shader name.
Two assignments of the different instances of the same shader are currently indistinguishable.
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