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