Fix shader debugging when rendering to mips of a texture

This commit is contained in:
baldurk
2015-07-06 15:53:02 +02:00
parent 95bda3d588
commit 1134988665
+5 -2
View File
@@ -3001,9 +3001,12 @@ namespace renderdocui.Windows
if(m_PickedPoint.X < 0 || m_PickedPoint.Y < 0)
return;
int x = m_PickedPoint.X >> (int)m_TexDisplay.mip;
int y = m_PickedPoint.Y >> (int)m_TexDisplay.mip;
m_Core.Renderer.Invoke((ReplayRenderer r) =>
{
trace = r.DebugPixel((UInt32)m_PickedPoint.X, (UInt32)m_PickedPoint.Y, m_TexDisplay.sampleIdx, uint.MaxValue);
trace = r.DebugPixel((UInt32)x, (UInt32)y, m_TexDisplay.sampleIdx, uint.MaxValue);
});
if (trace == null || trace.states.Length == 0)
@@ -3015,7 +3018,7 @@ namespace renderdocui.Windows
this.BeginInvoke(new Action(() =>
{
string debugContext = String.Format("Pixel {0},{1}", m_PickedPoint.X, m_PickedPoint.Y);
string debugContext = String.Format("Pixel {0},{1}", x, y);
ShaderViewer s = new ShaderViewer(m_Core, shaderDetails, ShaderStageType.Pixel, trace, debugContext);