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Add quad overdraw mode. Thanks Stephen Hill (@self_shadow)!
* http://blog.selfshadow.com/2012/11/12/counting-quads/ * Quad Overdraw based on ScenePS4 from the revised implementation. The colours are new, up to 20 levels. Picking pixels shows the overdraw level * Available per-pass and per-drawcall, a pass defined the same way as in the mesh view, drawcalls since last clear or RT change. * List of events now passed through to RenderOverlay the same as RenderMesh
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@@ -784,7 +784,7 @@ bool ProxySerialiser::Tick()
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RemoveReplacement(ResourceId());
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break;
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case eCommand_RenderOverlay:
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RenderOverlay(ResourceId(), eTexOverlay_None, 0, 0);
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RenderOverlay(ResourceId(), eTexOverlay_None, 0, 0, vector<uint32_t>());
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break;
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case eCommand_PixelHistory:
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PixelHistory(0, vector<uint32_t>(), ResourceId(), 0, 0);
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@@ -1270,18 +1270,21 @@ PostVSMeshData ProxySerialiser::GetPostVSBuffers(uint32_t frameID, uint32_t even
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return ret;
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}
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ResourceId ProxySerialiser::RenderOverlay(ResourceId texid, TextureDisplayOverlay overlay, uint32_t frameID, uint32_t eventID)
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ResourceId ProxySerialiser::RenderOverlay(ResourceId texid, TextureDisplayOverlay overlay, uint32_t frameID, uint32_t eventID, const vector<uint32_t> &passEvents)
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{
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ResourceId ret;
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vector<uint32_t> events = passEvents;
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m_ToReplaySerialiser->Serialise("", texid);
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m_ToReplaySerialiser->Serialise("", overlay);
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m_ToReplaySerialiser->Serialise("", frameID);
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m_ToReplaySerialiser->Serialise("", eventID);
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m_ToReplaySerialiser->Serialise("", events);
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if(m_ReplayHost)
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{
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ret = m_Remote->RenderOverlay(texid, overlay, frameID, eventID);
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ret = m_Remote->RenderOverlay(texid, overlay, frameID, eventID, events);
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}
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else
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{
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