message: Use shader encoding when saving shaders to disk
diff: @@ -1163,17 +1163,15 @@ bool PipelineStateViewer::SaveShaderFile(const ShaderReflection *shader)
  QString filter;
  - if(m_Ctx.CurPipelineState().IsCaptureD3D11() || m_Ctx.CurPipelineState().IsCaptureD3D12())
  - {
  - 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)");
  + switch(shader->encoding)
  + {
  + 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);
  