From 33ed86a45ba95d8eeabb58a7ad3f834ba97c767d Mon Sep 17 00:00:00 2001 From: baldurk Date: Fri, 22 Jul 2016 21:50:44 +0200 Subject: [PATCH] Print stencil refs and masks as hex in OpenGL. Refs #303 --- renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs b/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs index 0f9f4e9e9..ae8024e46 100644 --- a/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs +++ b/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs @@ -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();