29 Commits

Author SHA1 Message Date
baldurk 2e0ffa7813 Batch update copyright years everywhere 2016-02-07 18:50:45 +01:00
baldurk ebb9f05c75 Pass through base mip/level for vulkan resources (also for GL textures) 2016-02-07 18:46:37 +01:00
baldurk 9333228fc5 Highlight empty viewports that are still enabled in the UI. Refs #144 2015-08-23 11:49:00 +02:00
baldurk 8213281921 Fix up fetching layer/mip for FBOs on replay 2015-07-18 18:27:34 +02:00
baldurk 4a401460d3 Fetch layer and mip level for FBO attachments 2015-07-13 00:05:42 +02:00
baldurk 3e4aba535f Format the generic vertex attribute values correctly according to type 2015-02-10 16:59:19 +00:00
baldurk 0777a87dee Fix mismatch between C# struct and C++ struct (was hidden in padding) 2015-01-26 19:48:19 +00:00
baldurk f89e5a80e2 Mkae transform feedback data public on .NET side 2015-01-18 12:04:52 +00:00
baldurk 0fb3c54514 Compile fixes for C# GL pipeline state struct to match real struct 2015-01-18 10:54:48 +00:00
baldurk d80687832f Include transform feedback state in GL pipeline state 2015-01-17 21:47:06 +00:00
baldurk 11c2d4bdcc Add list of shader subroutine values 2015-01-17 21:27:45 +00:00
baldurk 82d262ad8b Pass through multisample state and point/line rast state values 2015-01-17 19:09:04 +00:00
baldurk f607f9832e Add texture seamless cubemap enabled state 2015-01-17 18:49:09 +00:00
baldurk 8b91c8540b Pass through Read FBO, and handle Draw/Read Buffers indirection 2015-01-17 18:49:08 +00:00
baldurk 91d26c6a75 Pass through some vertex processing state & opengl quality hints 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 035eecfb1e Show if GL_FRAMEBUFFER_SRGB is 0 for an SRGB FBO attachment 2015-01-16 11:34:35 +00:00
baldurk b059e601c5 Send sampler information through to GL pipeline state for display 2015-01-16 02:49:00 +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 f013f6fd29 Store index format and topology in drawcall, to accommodate GL
* 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 7ab9815aaf Introduce a bindpoint mapping as part of the pipeline state
* 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
Baldur Karlsson b26b816d81 Implement FillCBufferVariables for buffer-backed UBOs 2014-07-29 14:07:56 +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