Print stencil refs and masks as hex in OpenGL. Refs #303

This commit is contained in:
baldurk
2016-07-22 21:50:44 +02:00
parent 41e760dc0a
commit 33ed86a45b
@@ -1602,9 +1602,9 @@ namespace renderdocui.Windows.PipelineState
stencilFuncs.BeginUpdate();
stencilFuncs.Nodes.Clear();
var sop = state.m_StencilState.m_FrontFace;
stencilFuncs.Nodes.Add(new object[] { "Front", sop.Func, sop.FailOp, sop.DepthFailOp, sop.PassOp, sop.Ref, sop.WriteMask, sop.ValueMask });
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") });
sop = state.m_StencilState.m_BackFace;
stencilFuncs.Nodes.Add(new object[] { "Back", sop.Func, sop.FailOp, sop.DepthFailOp, sop.PassOp, sop.Ref, sop.WriteMask, sop.ValueMask });
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") });
stencilFuncs.EndUpdate();
stencilFuncs.NodesSelection.Clear();