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Fix a couple of D3D11 overlays not setting up tess/gs & IA correctly
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@@ -2712,7 +2712,12 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, TextureDisplayOver
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else if(overlay == eTexOverlay_ViewportScissor)
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{
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m_pImmediateContext->VSSetShader(m_DebugRender.FullscreenVS, NULL, 0);
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m_pImmediateContext->HSSetShader(NULL, NULL, 0);
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m_pImmediateContext->DSSetShader(NULL, NULL, 0);
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m_pImmediateContext->GSSetShader(NULL, NULL, 0);
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m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
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m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_pImmediateContext->IASetInputLayout(NULL);
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D3D11_RASTERIZER_DESC origdesc;
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@@ -3043,7 +3048,12 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, TextureDisplayOver
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// resolve pass
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{
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m_pImmediateContext->VSSetShader(m_DebugRender.FullscreenVS, NULL, 0);
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m_pImmediateContext->HSSetShader(NULL, NULL, 0);
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m_pImmediateContext->DSSetShader(NULL, NULL, 0);
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m_pImmediateContext->GSSetShader(NULL, NULL, 0);
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m_pImmediateContext->PSSetShader(m_DebugRender.QOResolvePS, NULL, 0);
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m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_pImmediateContext->IASetInputLayout(NULL);
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ID3D11Buffer *buf = MakeCBuffer((float *)&overdrawRamp[0].x, sizeof(overdrawRamp));
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