From 05fd8374a65d59ec689ec029f4893da7290846e6 Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 2 Mar 2015 16:15:56 +0000 Subject: [PATCH] Fix a couple of D3D11 overlays not setting up tess/gs & IA correctly --- renderdoc/driver/d3d11/d3d11_analyse.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/renderdoc/driver/d3d11/d3d11_analyse.cpp b/renderdoc/driver/d3d11/d3d11_analyse.cpp index 31ac5d590..24356118b 100644 --- a/renderdoc/driver/d3d11/d3d11_analyse.cpp +++ b/renderdoc/driver/d3d11/d3d11_analyse.cpp @@ -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));