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Add replay API note that top-left co-ordinates are expected
* This is only relevant on GL where co-ordinates are bottom-left, so translation from e.g. viewports or scissors are required.
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@@ -172,6 +172,12 @@ Describes how to render a texture preview of an image. Describes the zoom and pa
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texture when rendering on a particular output, as well as the modification and selection of a
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particular subresource (such as array slice, mip or multi-sampled sample).
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.. note::
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X and Y co-ordinates are always considered to be top-left, even on GL, for consistency between
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APIs and preventing the need for API-specific code in most cases. This means if co-ordinates are
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fetched from e.g. viewport or scissor data or other GL pipeline state which is perhaps in
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bottom-left co-ordinates, care must be taken to translate them.
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.. data:: ResolveSamples
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Value for :data:`sampleIdx` if the samples should be averaged.
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@@ -785,6 +785,12 @@ Should only be called for texture outputs.
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Should only be called for texture outputs.
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.. note::
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X and Y co-ordinates are always considered to be top-left, even on GL, for consistency between
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APIs and preventing the need for API-specific code in most cases. This means if co-ordinates are
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fetched from e.g. viewport or scissor data or other GL pipeline state which is perhaps in
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bottom-left co-ordinates, care must be taken to translate them.
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:param ResourceId textureId: The texture to pick the pixel from.
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:param bool customShader: Whether to apply the configured custom shader.
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:param int x: The x co-ordinate to pick from.
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@@ -801,6 +807,12 @@ Should only be called for texture outputs.
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DOCUMENT(R"(Retrieves the vertex and instance that is under the cursor location, when viewed
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relative to the current window with the current mesh display configuration.
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.. note::
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X and Y co-ordinates are always considered to be top-left, even on GL, for consistency between
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APIs and preventing the need for API-specific code in most cases. This means if co-ordinates are
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fetched from e.g. viewport or scissor data or other GL pipeline state which is perhaps in
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bottom-left co-ordinates, care must be taken to translate them.
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Should only be called for mesh outputs.
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:param int eventId: The event ID to pick at.
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@@ -1163,6 +1175,12 @@ only ever have one result (only one entry point per shader).
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DOCUMENT(R"(Retrieve the history of modifications to the selected pixel on the selected texture.
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.. note::
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X and Y co-ordinates are always considered to be top-left, even on GL, for consistency between
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APIs and preventing the need for API-specific code in most cases. This means if co-ordinates are
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fetched from e.g. viewport or scissor data or other GL pipeline state which is perhaps in
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bottom-left co-ordinates, care must be taken to translate them.
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:param ResourceId texture: The texture to search for modifications.
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:param int x: The x co-ordinate.
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:param int y: The y co-ordinate.
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@@ -1194,6 +1212,12 @@ only ever have one result (only one entry point per shader).
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DOCUMENT(R"(Retrieve a debugging trace from running a pixel shader.
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.. note::
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X and Y co-ordinates are always considered to be top-left, even on GL, for consistency between
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APIs and preventing the need for API-specific code in most cases. This means if co-ordinates are
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fetched from e.g. viewport or scissor data or other GL pipeline state which is perhaps in
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bottom-left co-ordinates, care must be taken to translate them.
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:param int x: The x co-ordinate.
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:param int y: The y co-ordinate.
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:param int sample: The multi-sampled sample. Ignored if non-multisampled texture.
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