mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-09-22 05:35:48 +00:00
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
This commit is contained in:
@@ -125,6 +125,8 @@ namespace renderdoc
|
||||
ViewportScissor,
|
||||
NaN,
|
||||
Clipping,
|
||||
QuadOverdrawPass,
|
||||
QuadOverdrawDraw,
|
||||
};
|
||||
|
||||
public enum SpecialFormat
|
||||
|
||||
+3
-1
@@ -554,7 +554,9 @@
|
||||
"Stencil Test",
|
||||
"Viewport/Scissor Region",
|
||||
"NaN/INF/-ve Display",
|
||||
"Clipping"});
|
||||
"Clipping",
|
||||
"Quad Overdraw (Pass)",
|
||||
"Quad Overdraw (Draw)"});
|
||||
this.overlay.Name = "overlay";
|
||||
this.overlay.Size = new System.Drawing.Size(121, 25);
|
||||
this.overlay.SelectedIndexChanged += new System.EventHandler(this.overlay_SelectedIndexChanged);
|
||||
|
||||
@@ -1331,6 +1331,14 @@ namespace renderdocui.Windows
|
||||
bool uintTex = (tex.format.compType == FormatComponentType.UInt);
|
||||
bool sintTex = (tex.format.compType == FormatComponentType.SInt);
|
||||
|
||||
if (m_TexDisplay.overlay == TextureDisplayOverlay.QuadOverdrawPass ||
|
||||
m_TexDisplay.overlay == TextureDisplayOverlay.QuadOverdrawDraw)
|
||||
{
|
||||
dsv = false;
|
||||
uintTex = false;
|
||||
sintTex = true;
|
||||
}
|
||||
|
||||
if (m_CurHoverValue != null)
|
||||
{
|
||||
if (dsv || uintTex || sintTex)
|
||||
|
||||
Reference in New Issue
Block a user