Fix triangle size overlays breaking when postvs data doesn't have W=1.0

This commit is contained in:
baldurk
2021-09-14 13:02:56 +01:00
parent 33d36788a6
commit 0054e534f8
2 changed files with 2 additions and 0 deletions
+1
View File
@@ -817,6 +817,7 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
MeshVertexCBuffer vertexData = {};
vertexData.ModelViewProj = Matrix4f::Identity();
vertexData.SpriteSize = Vec2f();
vertexData.homogenousInput = 1U;
ID3D11Buffer *vsBuf = GetDebugManager()->MakeCBuffer(&vertexData, sizeof(vertexData));
float overlayConsts[] = {0.0f, 0.0f, 0.0f, 0.0f};
+1
View File
@@ -1161,6 +1161,7 @@ ResourceId D3D12Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
MeshVertexCBuffer vertexData = {};
vertexData.ModelViewProj = Matrix4f::Identity();
vertexData.SpriteSize = Vec2f();
vertexData.homogenousInput = 1U;
D3D12RenderState::SignatureElement vertexElem(eRootCBV, ResourceId(), 0);
WrappedID3D12Resource::GetResIDFromAddr(