Pass range-min/max to ApplyCustomShader

Adding rangeminmax to globals, snippet support and updated docs to match

Fixes bug in replay_output.cpp, causing a crash due to missing texhandle
This commit is contained in:
Mikkel Gjoel
2021-10-27 16:47:06 +02:00
committed by Baldur Karlsson
parent d4a5592780
commit 41d39b58ce
9 changed files with 102 additions and 3 deletions
+19
View File
@@ -79,6 +79,8 @@ There are several constant parameters available, each detailed below with the va
int SelectedSample;
uvec4 YUVDownsampleRate;
uvec4 YUVAChannels;
float SelectedRangeMin;
float SelectedRangeMax;
} RENDERDOC;
In this way you can access the properties as ``RENDERDOC.TexDim`` instead of ``RENDERDOC_TexDim``.
@@ -156,6 +158,23 @@ This variable will be filled out with the selected multisample sample index as c
So for example in a 4x MSAA texture, the valid values are ``0``, ``1``, ``2``, ``3`` to select a sample, or ``-4`` for 'average value'.
Selected RangeMin, RangeMax
~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. highlight:: c++
.. code:: c++
float RENDERDOC_SelectedRangeMin; // hlsl
float RENDERDOC_SelectedRangeMax; // hlsl
uniform int RENDERDOC_SelectedRangeMin; // glsl
uniform int RENDERDOC_SelectedRangeMax; // glsl
These variables will be filled out with the current Minimum and Maximum values for the Range-selector in the Texture Viewer.
Current texture type
~~~~~~~~~~~~~~~~~~~~