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Update pixel debugging with more up to date information
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@@ -45,20 +45,19 @@
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<content>
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<para>Pixel debugging is launched from the texture viewer. For more details on selecting
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the pixel to debug see <link xlink:href="F1C1E449-55ED-46FE-BBFD-11D1A0511501" />.</para>
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<para>When a given pixel is selected you can either choose the debug icon on the
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toolbar, <mediaLinkInline><image xlink:href="wrench"/></mediaLinkInline>
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or click the debug button underneath the pixel context. Each of these will
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launch the shader viewer with the selected pixel being debugged. The
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<para>When a given pixel is selected you can
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click the debug button underneath the pixel context. This will
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launch the shader viewer with the selected pixel and sample being debugged. The
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inputs to the pixel will be automatically filled in.</para>
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<para>There are currently several things to note while pixel debugging:</para>
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<para>There are a couple of things to note while pixel debugging:</para>
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<list class="bullet">
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<listItem><para>There is no pixel history at the moment, so the drawcall that you wish to debug
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must be selected as the current even when you attempt to debug the pixel.</para></listItem>
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<listItem><para>If the drawcall selected doesn't write to the pixel you have highligted, a pixel
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history window will open to let you choose which draw call to debug.</para></listItem>
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<listItem><para>If a drawcall overdraws the same pixel several times then the results of debugging
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may not be accurate - RenderDoc attempts to pick the fragment that last passed the depth test but this
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isn't guaranteed and may not be perfect. There's also no way to choose a different fragment in the case
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of blending being used, or sample-frequency rendering.</para></listItem>
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will come from the last fragment that passed the depth test. If you wish to choose a particular
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fragment from the list then first launch the pixel history and choose which fragment to debug
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from the list there.</para></listItem>
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</list>
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</content>
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@@ -115,6 +114,8 @@
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<para>The highlighted instruction at any given point indicates the <legacyItalic>next</legacyItalic>
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instruction to be executed - not the instruction that was just executed.</para>
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</alert>
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<para>Hovering over a register in either the disassembly or in the view windows will open
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a tooltip showing the value in different interpretations.</para>
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<para>There is also a toggle available to control the 'default' interpretation of temporary
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register values - float or int. Since registers are typeless typically they are interpreted as
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