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Refactor public interface around handling of textures
* Subresource handling is more consistent - we pass around a struct now that contains the array slice, mip level, and sample. We remove the concept of 'MSAA textures count samples as extra slices within the real slices' and internalise that completely. This also means we have a consistent set everywhere that we need to refer to a subresource. * Functions that used to be in the ReplayOutput and use a couple of implicit parameters from the texture viewer configuration are now in the ReplayController and take them explicitly. This includes GetMinMax, GetHistogram, and PickPixel. * Since these functions aren't ReplayOutput relative, if you want to decode the custom shader texture or the overlay texture you need to pass that ID directly.
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@@ -62,8 +62,7 @@ void DisplayRendererPreview(IReplayController *renderer, uint32_t width, uint32_
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rdcarray<TextureDescription> texs = renderer->GetTextures();
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TextureDisplay d;
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d.mip = 0;
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d.sampleIdx = ~0U;
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d.subresource = {0, 0, ~0U};
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d.overlay = DebugOverlay::NoOverlay;
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d.typeCast = CompType::Typeless;
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d.customShaderId = ResourceId();
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@@ -75,7 +74,6 @@ void DisplayRendererPreview(IReplayController *renderer, uint32_t width, uint32_
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d.scale = 1.0f;
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d.xOffset = 0.0f;
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d.yOffset = 0.0f;
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d.sliceFace = 0;
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d.rawOutput = false;
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d.red = d.green = d.blue = true;
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d.alpha = false;
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