Display texture swizzling and depth/stencil read mode on textures

This commit is contained in:
baldurk
2015-01-17 15:53:09 +00:00
parent ce7c8eb44f
commit 24fd91a7e0
6 changed files with 111 additions and 1 deletions
@@ -265,6 +265,29 @@ namespace renderdocui.Windows.PipelineState
name = texs[t].name;
typename = texs[t].resType.ToString();
if (texs[t].format.special &&
(texs[t].format.specialFormat == SpecialFormat.D24S8 ||
texs[t].format.specialFormat == SpecialFormat.D32S8)
)
{
if (r.DepthReadChannel == 0)
format += " Depth-Read";
else if (r.DepthReadChannel == 1)
format += " Stencil-Read";
}
else if (
r.Swizzle[0] != TextureSwizzle.Red ||
r.Swizzle[1] != TextureSwizzle.Green ||
r.Swizzle[2] != TextureSwizzle.Blue ||
r.Swizzle[3] != TextureSwizzle.Alpha)
{
format += String.Format(" swizzle[{0}{1}{2}{3}]",
r.Swizzle[0].Str(),
r.Swizzle[1].Str(),
r.Swizzle[2].Str(),
r.Swizzle[3].Str());
}
tag = texs[t];
}
}