Commits on Source (11)
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Set up debug mode initial infrastructure using a dedicated key binding and make shaders debug a debug mode. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
6634849d -
Current green tint support is a hard-coded Porter-Duff premultiplied blending of a green source (slightly skewed on the green channel) over the updated damaged destination. This commit makes green tinting generic by letting the shader user provide a custom tint color. The goal is to reuse that system for the upcoming debug modes. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
fb03b825 -
Don't color sub-mesh differently in wireframe mode. There's not much interest in being able to distinguish the sub-meshes in a paint node and this allows to simplify the logic by removing the color vertex stream. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
42d68e91 -
In order to avoid the complexity of handling multiple debug modes at the same time, this commit makes wireframe a proper debug mode. It also uses the new tinting system to make the white wireframe pop over a darkened damaged region. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
6fe22216 -
The wireframe debug mode needs to clear the current renderbuffer in order to clean up old wireframes lying around. This commit makes this system generic for upcoming debug modes with similar needs. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
d11c72fe -
Use gcc and clang's 'fallthrough' attribute instead of a comment to fall through switch statements. This allows to request fall through inside a block and prevents issues with preprocessed files. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
d1ee4736 -
The batches debug mode tints each batch of a repaint pass in a different color in order to highlight batches. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
a97307b1 -
The damage debug mode highlights damaged surfaces with a red tint. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
a804ef00 -
The opaque debug mode highlights damaged opaque surfaces with a blue tint. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
b18a4948 -
The shaders debug mode doesn't have much interest now that other more specific debug modes show shaders too. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
e512f548 -
This moves debug mode setup to a dedicated function because the addition of new modes made it bigger. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
dbf40879