baldurk
45a78df2ae
Fix vertex input attribute/buffer mutual highlighting
2015-01-20 13:52:06 +00:00
baldurk
57c8aa476f
Use GetRow instead of GetPositionFromControl as it's more reliable
2015-01-20 13:45:38 +00:00
baldurk
aa81a3955c
Display 'read-write' type objects grouped together in GL pipe state
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* This includes atomic counters, shader storage buffer objects and images.
2015-01-19 02:04:29 +00:00
baldurk
48f98ebdef
Add shader subroutines (placeholder) and transform feedback
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* The transform feedback is placed on the geometry shader tab the same as
in D3D11. It doesn't merit its own whole tab and that seemed like the
best place to put it (last processing stage before rasterization).
* To aid understanding, further stages are marked disabled if rasterizer
discard is on, and if no geometry shader is bound the stage is renamed.
2015-01-18 12:06:39 +00:00
baldurk
6107129286
Add group for multisample state on rasterizer tab
2015-01-18 11:34:26 +00:00
baldurk
d344fc6c88
Add the other bits of rasterizer state to be included in the UI
2015-01-18 11:20:54 +00:00
baldurk
c05272c23d
Show seamless cubemap sampling state in UI
2015-01-18 10:55:09 +00:00
baldurk
8b91c8540b
Pass through Read FBO, and handle Draw/Read Buffers indirection
2015-01-17 18:49:08 +00:00
baldurk
24fd91a7e0
Display texture swizzling and depth/stencil read mode on textures
2015-01-17 15:53:09 +00:00
baldurk
7e10c5c4ea
Pass through ShaderResourceType per-texture for better type naming
2015-01-17 15:03:34 +00:00
baldurk
e13f4b61d4
Crash fix for if the GL pipeline state is empty (e.g. a D3D11 log)
2015-01-16 14:02:14 +00:00
baldurk
035eecfb1e
Show if GL_FRAMEBUFFER_SRGB is 0 for an SRGB FBO attachment
2015-01-16 11:34:35 +00:00
baldurk
7168a1b69c
Clear primitive restart index text
2015-01-16 02:50:10 +00:00
baldurk
b059e601c5
Send sampler information through to GL pipeline state for display
2015-01-16 02:49:00 +00:00
baldurk
cceddc9b19
Tidy up constant buffer table per-shader in GL pipeline state view
2015-01-16 02:03:55 +00:00
baldurk
af51c4f1e6
Tweak rasterizer page display to be a bit nicer
2015-01-16 01:14:21 +00:00
baldurk
6f0284f170
Show depth and stencil states on GL pipeline view
2015-01-16 00:43:44 +00:00
baldurk
1265b5bc6e
Set up display of blend equations (and logic, overriding)
2015-01-16 00:18:34 +00:00
baldurk
f459c63380
Show restart index on GL pipe state, and handle it being disabled
2015-01-15 23:37:17 +00:00
baldurk
1096308755
Show generic vtx in attributes, and show attribute names from VS
2015-01-15 23:16:55 +00:00
baldurk
99f3eb78cf
Set up vertex input stage properly on GL pipeline view
2015-01-15 22:36:44 +00:00
baldurk
930c1c53d5
Crash fixes if drawcall is NULL
2015-01-15 19:00:44 +00:00
baldurk
f013f6fd29
Store index format and topology in drawcall, to accommodate GL
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* D3D11 just latches the state from the input assembler state into the
drawcall when it's being added. GL stores the state per-draw.
2015-01-15 17:17:12 +00:00
valeriog
d18557239f
Added visualization of rasterizer state for OpenGL.
2014-10-31 19:40:16 +01:00
baldurk
bda68c8ba6
CBuffer window is a dialog now, with ability to set custom layout
2014-09-13 18:48:39 +01:00
baldurk
543165cece
Give the shader viewer a better disambiguating title when debugging
2014-09-06 11:45:51 +01:00
baldurk
7ab9815aaf
Introduce a bindpoint mapping as part of the pipeline state
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* For APIs where the shader namespace/bindpoint (which may be arbitrary
like 'the Nth texture resource' can be mapped, at each event, to the
actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
uniform.
* This also means GL shader reflection structures are properly immutable
and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
methods, where the mapping returns the resource rather than just mapping
to an integer bind ponit.
2014-08-13 15:56:55 +01:00
baldurk
c38affcded
Initial commit of existing code.
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* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00