7 Commits

Author SHA1 Message Date
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