Commit Graph

15 Commits

Author SHA1 Message Date
baldurk c51fade47a Add support for texture rectangles. See gl-330-texture-rect 2014-12-01 22:55:35 +00:00
baldurk b6ba100ed1 Add a couple more buffer creation flags 2014-12-01 12:41:00 +00:00
baldurk ea8203e160 Add backface culling overlay 2014-11-27 23:36:06 +00:00
baldurk 551b0372c8 Allow fully flexible display of position&other component on meshes
* You can choose which component will be used as 'position' when rendering
  vertex inputs. Helpful if a position component isn't auto-detected, or
  if you want to render UV co-ordinates onto the screen.
* Instead of fixed TEXCOORD0/Color options for solid shading onto the mesh
  you can choose a secondary column yourself.
* Also the solid shading options are available on vertex output meshes as
  well as inputs.
2014-11-13 18:37:58 +00:00
baldurk 6308d78cd4 Implement debug device/debug api message tracking for GL 2014-11-02 10:52:24 +00:00
valeriog d18557239f Added visualization of rasterizer state for OpenGL. 2014-10-31 19:40:16 +01:00
baldurk deffa8c68e Add displayable string representation for primitive topology 2014-10-07 23:20:19 +01:00
baldurk a0d6d771f2 Pass through child processes via remote access to UI. Refs #78 2014-09-28 13:58:18 +01:00
baldurk 326ca2ebe8 Move SaveTexture logic to replay layer
* Expand the abilities of the GetTextureData in replay drivers
  to be able to resolve samples and render down to RGBA8 unorm
  for file export to other programs.
* Greatly improve the ability to save textures - in theory any
  texture format/type/dimension/etc should now be mappable in
  sensible & useful ways to output formats.
2014-09-16 01:25:13 +01:00
baldurk 72e2ed1513 Remove UNorm_SRGB component type as it's redundant 2014-09-14 20:29:25 +01:00
baldurk 55e0178ec9 Add quad overdraw mode. Thanks Stephen Hill (@self_shadow)!
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
  colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
  the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
2014-08-17 15:28:51 +01:00
baldurk 49ab71181c Add some system attributes from GL 2014-08-12 16:47:00 +01:00
baldurk 25c4771589 Add drawcall flags for clearcolour/cleardepth 2014-07-13 18:55:04 +01:00
baldurk 9b8adebb91 Bind resources while in READING, as we're replaying edit chunks
* While replaying the initial chunks, we're doing edit type operations but
  we haven't serialised out the binding operations in between, so in this
  state we do the bind-to-edit binds ourselves.
2014-06-01 11:54:54 +01:00
baldurk c38affcded Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00