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Print stencil refs and masks as hex in OpenGL. Refs #303
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@@ -1602,9 +1602,9 @@ namespace renderdocui.Windows.PipelineState
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stencilFuncs.BeginUpdate();
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stencilFuncs.Nodes.Clear();
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var sop = state.m_StencilState.m_FrontFace;
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stencilFuncs.Nodes.Add(new object[] { "Front", sop.Func, sop.FailOp, sop.DepthFailOp, sop.PassOp, sop.Ref, sop.WriteMask, sop.ValueMask });
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stencilFuncs.Nodes.Add(new object[] { "Front", sop.Func, sop.FailOp, sop.DepthFailOp, sop.PassOp, sop.Ref.ToString("X2"), sop.WriteMask.ToString("X2"), sop.ValueMask.ToString("X2") });
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sop = state.m_StencilState.m_BackFace;
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stencilFuncs.Nodes.Add(new object[] { "Back", sop.Func, sop.FailOp, sop.DepthFailOp, sop.PassOp, sop.Ref, sop.WriteMask, sop.ValueMask });
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stencilFuncs.Nodes.Add(new object[] { "Back", sop.Func, sop.FailOp, sop.DepthFailOp, sop.PassOp, sop.Ref.ToString("X2"), sop.WriteMask.ToString("X2"), sop.ValueMask.ToString("X2") });
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stencilFuncs.EndUpdate();
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stencilFuncs.NodesSelection.Clear();
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