Fix a couple of D3D11 overlays not setting up tess/gs & IA correctly

This commit is contained in:
baldurk
2015-03-02 16:15:56 +00:00
parent db04714f8d
commit 05fd8374a6
+10
View File
@@ -2712,7 +2712,12 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, TextureDisplayOver
else if(overlay == eTexOverlay_ViewportScissor)
{
m_pImmediateContext->VSSetShader(m_DebugRender.FullscreenVS, NULL, 0);
m_pImmediateContext->HSSetShader(NULL, NULL, 0);
m_pImmediateContext->DSSetShader(NULL, NULL, 0);
m_pImmediateContext->GSSetShader(NULL, NULL, 0);
m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_pImmediateContext->IASetInputLayout(NULL);
D3D11_RASTERIZER_DESC origdesc;
@@ -3043,7 +3048,12 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, TextureDisplayOver
// resolve pass
{
m_pImmediateContext->VSSetShader(m_DebugRender.FullscreenVS, NULL, 0);
m_pImmediateContext->HSSetShader(NULL, NULL, 0);
m_pImmediateContext->DSSetShader(NULL, NULL, 0);
m_pImmediateContext->GSSetShader(NULL, NULL, 0);
m_pImmediateContext->PSSetShader(m_DebugRender.QOResolvePS, NULL, 0);
m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_pImmediateContext->IASetInputLayout(NULL);
ID3D11Buffer *buf = MakeCBuffer((float *)&overdrawRamp[0].x, sizeof(overdrawRamp));