baldurk
e4333291a1
Allow using shader processing tools for custom shaders
...
* This is primarily useful for HLSL on Vulkan, but could be used with any other
combination. If multiple tools can perform the conversion, the highest
priority one is used.
2019-05-22 17:54:10 +01:00
baldurk
db89f50a30
Rename Mesh Output panel to Mesh Viewer, since it displays inputs too
2019-03-08 15:40:11 +00:00
baldurk
383d8158cc
Fix docs build with missing end string terminator
2018-12-14 20:42:45 +00:00
baldurk
13e7d1c134
Support display of YUV textures on D3D11, D3D12 and Vulkan
...
* Supported textures are decoded into standard format of YUVA, displayed
visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
2018-12-14 20:14:07 +00:00
baldurk
204724bebe
Add documentation for python extensions
2018-11-30 16:42:49 +00:00
baldurk
fac080ab4d
Add documentation for expanded shader processing tools functionality.
2018-11-30 16:25:24 +00:00
baldurk
8b1251a8b8
Add a note to the RGP howto page to enable RGP integration
2018-11-30 16:04:01 +00:00
baldurk
8410cfd5ab
Update documentation for latest code changes and features.
2018-07-18 16:23:11 +01:00
baldurk
1a9e22e2f2
Correct spelling/grammar mistakes in docs
2018-05-08 14:09:27 +01:00
baldurk
933c00985d
Update documentation for v1.0
...
* Screenshots and icons are updated to latest style
* Many out-dated references and mentions of support updated.
* Documentation added for new windows like resource inspector and
performance counter viewer, as well as new features like saving
bookmarks, resource names.
* Added documentation for Android support as well as OpenGL ES support.
2018-02-25 23:27:13 +00:00
baldurk
4abbfd9169
Add documentation for run-to-sample or run-to-NaN/infinity buttons
2017-02-23 14:53:54 +00:00
baldurk
730f23fc78
Fix docs SetPrivateData example, add examples for GL/VK/D3D12. Refs #517
2017-02-21 12:14:31 +00:00
baldurk
c1591a5fe6
Update docs with D3D12 support and progress on Qt
2016-11-28 12:42:15 +01:00
baldurk
0c06590df3
Remove cubemap binding from D3D/HLSL texture view. Just use 2D array
2016-11-18 16:31:05 +01:00
baldurk
c587e24509
Add documentation of network capture & replay workflow
2016-08-30 14:39:04 +02:00
baldurk
4f06161fb9
Update template custom shader to include UV, add new globals. Refs #304
2016-07-26 15:18:45 +02:00
baldurk
89402c03bf
Add a note about the VULKAN predefined macro.
2016-07-25 11:39:50 +02:00
baldurk
a001f35329
Output UVs in [0,1] from blit shader, for custom vis shaders. Refs #304
2016-07-25 11:39:49 +02:00
baldurk
ffa96736ee
Add required 'uniform' to glsl varaibles in documentation
2016-07-25 11:39:48 +02:00
baldurk
fefb6b2526
Pass selected slice/face and sample idx to custom vis shaders. Refs #304
2016-07-25 11:39:47 +02:00
baldurk
8b64868025
For GLSL, insert text after #version statement.
2016-06-09 10:48:50 -07:00
baldurk
22d58cf739
Implement custom display shaders for vulkan
2016-06-09 10:48:44 -07:00
baldurk
8bc80b41b0
Various improvements/tweaks/missing bits/extra links
...
* General proof-reading pass on the new docs, so some of these issues
are old and just haven't been noticed before.
2016-05-16 20:01:15 +02:00
baldurk
3146b905b5
Remove unneeded toctree:: statements in non-index pages
2016-05-16 18:35:39 +02:00
baldurk
e922e85aa3
Add a reference to where unstripped shader info is detailed
2016-05-16 15:42:42 +02:00
baldurk
a29bed7a5b
Refer to images under correct paths
2016-05-15 21:34:06 +02:00
baldurk
81a1b2e020
Add syntax highlighting
2016-05-15 21:34:00 +02:00
Matthäus G. Chajdas
f124f3f389
Port the remaining pages where I know how to style them.
2016-05-15 21:33:54 +02:00
Matthäus G. Chajdas
f04f016a99
Remove "other resources" to flatten the hierarchy a bit.
2016-05-15 21:33:52 +02:00
Matthäus G. Chajdas
925f33bfb5
Add all How do I ...? pages.
2016-05-15 21:33:52 +02:00