From 1134988665ed3588a9d7410be3ea5deb091e8c0c Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 6 Jul 2015 15:53:02 +0200 Subject: [PATCH] Fix shader debugging when rendering to mips of a texture --- renderdocui/Windows/TextureViewer.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/renderdocui/Windows/TextureViewer.cs b/renderdocui/Windows/TextureViewer.cs index cef999f9b..771b7a000 100644 --- a/renderdocui/Windows/TextureViewer.cs +++ b/renderdocui/Windows/TextureViewer.cs @@ -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);