Pass selected slice/face and sample idx to custom vis shaders. Refs #304

This commit is contained in:
baldurk
2016-07-25 11:39:47 +02:00
parent 54ea69a619
commit fefb6b2526
17 changed files with 115 additions and 30 deletions
+1
View File
@@ -166,6 +166,7 @@ public:
virtual void BuildCustomShader(string source, string entry, const uint32_t compileFlags,
ShaderStageType type, ResourceId *id, string *errors) = 0;
virtual ResourceId ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip,
uint32_t arrayIdx, uint32_t sampleIdx,
FormatComponentType typeHint) = 0;
virtual void FreeCustomShader(ResourceId id) = 0;
+2 -1
View File
@@ -566,7 +566,8 @@ void ReplayOutput::DisplayTex()
if(m_RenderData.texDisplay.CustomShader != ResourceId())
{
m_CustomShaderResourceId = m_pDevice->ApplyCustomShader(
m_RenderData.texDisplay.CustomShader, texDisplay.texid, texDisplay.mip, texDisplay.typeHint);
m_RenderData.texDisplay.CustomShader, texDisplay.texid, texDisplay.mip,
texDisplay.sliceFace, texDisplay.sampleIdx, texDisplay.typeHint);
texDisplay.texid = m_pDevice->GetLiveID(m_CustomShaderResourceId);
texDisplay.typeHint = eCompType_None;