Commit Graph

287 Commits

Author SHA1 Message Date
Unknown W. Brackets
296173317d Let's also show 24-bit values in a 16-bit range. 2015-08-23 17:55:54 -07:00
Unknown W. Brackets
95d4f88e01 Read depth values as floats on OpenGL.
This preserves the full precision better than a 16-bit value does.
2015-08-23 17:52:15 -07:00
Unknown W. Brackets
50b2160711 Show preview pixel values only when displayed.
This prevents it from showing after resume.
2015-08-23 11:15:52 -07:00
Unknown W. Brackets
720c6a30d5 Add scaled float version to GE debugger preview.
This gives a sense of scale (e.g. 24 vs 16 bit values.)
2015-08-23 09:27:59 -07:00
Unknown W. Brackets
ba15718db3 Track hovering in GE debugger to show pixel value.
This works for texture, framebuffer, depth, and stencil.

Importantly, allows debugging the actual depth values present.
2015-08-23 09:25:05 -07:00
Unknown W. Brackets
1c61470d0c Blind Windows buildfix
Need to handle the vertex preview coordinates too.
2015-08-08 12:09:34 -04:00
Henrik Rydgard
cde585a29a Include dependency cleanup 2015-07-29 11:48:20 +02:00
Henrik Rydgard
aaa8350591 Windows: Fix some remaining ASLR issues 2015-07-15 22:25:24 +02:00
Henrik Rydgard
d3018c1787 Windows: Enable ASLR (had to fix a few pointer truncations) 2015-07-15 20:02:42 +02:00
Unknown W. Brackets
a090b5853f Process UV rotation even in full transform. 2015-05-10 14:17:20 -07:00
Unknown W. Brackets
518cabd991 Correct vertex preview of throughmode rects.
The texture was not highlighted correctly, since we didn't normalize all
coords.
2015-02-25 21:25:49 -08:00
Henrik Rydgard
ca512ea06a More minor cleanup. Update lang. 2015-02-03 21:59:36 +01:00
Peter Tissen
6f2962e0c3 make sure all the counters are increased by the correct value 2015-02-02 22:30:47 +01:00
Peter Tissen
4a150bead7 don't try to access past the number of vertices when drawing rectangles 2015-02-02 22:08:33 +01:00
Unknown W. Brackets
7f7bf937fc Scale UVs in through and non-through.
This also shows them scaled to the w/h in the vertex preview, which is
probably easier to read and matches positions.

Additionally, fixes textures drawn fully not being highlighted at all.
2015-01-03 17:16:16 -08:00
Unknown W. Brackets
fba0110073 Properly clamp some iterative snprintf()s. 2014-11-05 08:06:15 -08:00
Unknown W. Brackets
fee1ab98ba Add support for 24/8 textures in the GE debugger. 2014-09-14 11:13:03 -07:00
Henrik Rydgard
37e3cf362f Move vertexdecoder files into GPU/Common 2014-09-12 02:00:32 +02:00
Henrik Rydgard
7cf05e44a2 Add option to vertexdecoder to expand UVs to floats 2014-09-12 02:00:31 +02:00
Unknown W. Brackets
5d313d1af4 Fix crash in GE debugger when game quit.
Fixes #6856.
2014-09-07 20:38:51 -07:00
Unknown W. Brackets
4a615dc46c Support BGRA formats in the debugger previews. 2014-08-24 22:08:28 -07:00
Henrik Rydgard
1d7642fa48 Remove most mentions of the "_XBOX" define 2014-08-24 14:21:35 +02:00
Unknown W. Brackets
55403e42c2 Introduce a memory shutdown lock.
This allows the debugger to access memory in a safe way that should never
crash.
2014-07-19 23:30:19 -07:00
Unknown W. Brackets
95e4e04f8d Fix a crash in the GE debugger on matrix tab. 2014-06-16 00:36:16 -07:00
Unknown W. Brackets
f6649794df Respect max texture level in GE debugger preview. 2014-06-15 10:31:16 -07:00