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Batch update for bits of documentation that were out of date
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@@ -107,6 +107,8 @@ uint RENDERDOC_TextureType;
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<listItem><para>Depth + Stencil</para></listItem>
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<listItem><para>Depth (Multisampled)</para></listItem>
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<listItem><para>Depth + Stencil (Multisampled)</para></listItem>
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<listItem><para>Cubemap</para></listItem>
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<listItem><para>2D texture (Multisampled)</para></listItem>
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</list>
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</entry>
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@@ -135,14 +137,17 @@ Texture2DArray<uint2> texDisplayTexStencilArray : register(t5);
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Texture2DMSArray<float2> texDisplayTexDepthMSArray : register(t6);
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Texture2DMSArray<uint2> texDisplayTexStencilMSArray : register(t7);
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Texture2DArray<float4> texDisplayTexCubeArray : register(t8);
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Texture2DMSArray<float4> texDisplayTex2DMSArray : register(t9);
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Texture1DArray<uint4> texDisplayUIntTex1DArray : register(t11);
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Texture2DArray<uint4> texDisplayUIntTex2DArray : register(t12);
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Texture3D<uint4> texDisplayUIntTex3D : register(t13);
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Texture2DMSArray<uint4> texDisplayUIntTex2DMSArray : register(t19);
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Texture1DArray<int4> texDisplayIntTex1DArray : register(t21);
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Texture2DArray<int4> texDisplayIntTex2DArray : register(t22);
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Texture3D<int4> texDisplayIntTex3D : register(t23);
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Texture2DMSArray<int4> texDisplayIntTex2DMSArray : register(t29);
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</code>
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<para>These resources are bound sparsely with the appropriate type for the
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current texture. With a couple of exceptions there will only be one texture bound
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@@ -144,8 +144,8 @@
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output register along with a swizzle and typecast.</para>
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<para>Swizzles follow the standard hlsl rules - .[xyzw] or .[rgba] in any permutation or repetition
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will show those channels.</para>
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<para>The custom typecast can be any of ,x ,i ,d ,f ,u to display the register as hex, signed integer,
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double, float or unsigned respectively.</para>
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<para>The custom typecast can be any of ,x ,i ,d ,f ,u ,b to display the register as hex, signed integer,
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double, float, unsigned, or bitwise respectively.</para>
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<mediaLink>
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<caption placement="after" lead="Watch window">Watch window - custom register expressions evaluated.</caption>
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<image xlink:href="ShaderWatch"/>
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@@ -60,6 +60,22 @@
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about this is available: <link xlink:href="8a7568ca-6b2c-4873-b8eb-d1ad2aff9629" />.</para>
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</content>
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</section>
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<section address="PixelHistory">
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<title>Pixel History</title>
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<content>
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<para>When you have a pixel selected, you can click 'History' to open up a pixel history view
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showing every modification to the selected texture from the start of the frame to the currently
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selected event.</para>
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<para>This display shows each modifying event as its own row, coloured as to whether any modifications
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happened from this event or not - green for fragments that passed all pipeline tests, red for
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where fragments failed some test, and light grey for UAV writes where it's unknown if there was a write.</para>
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<para>You can expand each event to see if there were multiple fragments, and see the shader output
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value from each fragment.</para>
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<para>Right clicking will allow you to launch the shader debugger at the given event for the selected
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pixel. Currently this does not debug the specific fragment you selected, only the default behaviour
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for debugging that event.</para>
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</content>
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</section>
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<relatedTopics>
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<link xlink:href="2c540574-0b81-4a40-8119-ba0283fddf41" />
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</relatedTopics>
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