Custom shaders should not blend, make channel buttons visible

* The RGBA channel enable buttons were applying anyway, they were just
  being hidden.
This commit is contained in:
baldurk
2014-12-11 19:49:03 +00:00
parent 6152332e36
commit a777a13021
2 changed files with 5 additions and 5 deletions
+1 -1
View File
@@ -3572,7 +3572,7 @@ bool D3D11DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha)
m_pImmediateContext->PSSetSamplers(0, 2, samps);
float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
if(cfg.rawoutput || !blendAlpha)
if(cfg.rawoutput || !blendAlpha || cfg.CustomShader != ResourceId())
m_pImmediateContext->OMSetBlendState(NULL, factor, 0xffffffff);
else
m_pImmediateContext->OMSetBlendState(m_DebugRender.BlendState, factor, 0xffffffff);
+4 -4
View File
@@ -1607,10 +1607,10 @@ namespace renderdocui.Windows
}
else if ((string)channels.SelectedItem == "Custom")
{
customRed.Visible = false;
customGreen.Visible = false;
customBlue.Visible = false;
customAlpha.Visible = false;
customRed.Visible = true;
customGreen.Visible = true;
customBlue.Visible = true;
customAlpha.Visible = true;
mulLabel.Visible = false;
hdrMul.Visible = false;
customShader.Visible = true;