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Vulkan DebugPixel support for multiview debugging
Output "ViewIndex" into the pixel shader hits array Select the pixel shader input which matches the viewIndex to the passed in view Ignore the view parameter if set to ~0U (rd.ReplayController.NoPreference) Ignore the view parameter if any subpass has empty multiviews
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@@ -4098,9 +4098,11 @@ void TextureViewer::on_debugPixelContext_clicked()
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bool done = false;
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ShaderDebugTrace *trace = NULL;
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m_Ctx.Replay().AsyncInvoke([this, &trace, &done, x, y](IReplayController *r) {
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uint32_t view = m_TexDisplay.subresource.slice - m_Following.GetFirstArraySlice(m_Ctx);
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m_Ctx.Replay().AsyncInvoke([this, &trace, &done, x, y, view](IReplayController *r) {
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DebugPixelInputs inputs;
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inputs.sample = m_TexDisplay.subresource.sample;
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inputs.view = view;
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trace = r->DebugPixel((uint32_t)x, (uint32_t)y, inputs);
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if(trace->debugger == NULL)
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@@ -4160,7 +4162,8 @@ void TextureViewer::on_pixelHistory_clicked()
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if(m_TexDisplay.flipY)
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y = (int)(mipHeight - 1) - y;
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IPixelHistoryView *hist = m_Ctx.ViewPixelHistory(texptr->resourceId, x, y, m_TexDisplay);
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uint32_t view = m_TexDisplay.subresource.slice - m_Following.GetFirstArraySlice(m_Ctx);
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IPixelHistoryView *hist = m_Ctx.ViewPixelHistory(texptr->resourceId, x, y, view, m_TexDisplay);
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m_Ctx.AddDockWindow(hist->Widget(), DockReference::TransientPopupArea, this, 0.3f);
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