mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-05 17:40:39 +00:00
Move PS constant buffer to register 0
This commit is contained in:
@@ -73,7 +73,7 @@ cbuffer DebugGeometryCBuffer REG(b0)
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row_major float4x4 InvProj;
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};
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cbuffer DebugPixelCBufferData REG(b1)
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cbuffer DebugPixelCBufferData REG(b0)
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{
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float4 Channels;
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@@ -241,7 +241,7 @@ MultipleOutput RENDERDOC_WireframePS(wireframeV2F IN)
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return OUT;
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}
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cbuffer overlayconsts : register(b1)
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cbuffer overlayconsts : register(b0)
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{
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float4 overlaycol;
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};
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@@ -98,7 +98,7 @@ void RENDERDOC_TriangleSizeGS(triangle wireframeV2F input[3], inout TriangleStre
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#define NUM_RAMP_COLOURS 128
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cbuffer triangleRampCBuf : register(b1)
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cbuffer triangleRampCBuf : register(b0)
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{
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const float4 overdrawRampColours[NUM_RAMP_COLOURS];
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};
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@@ -3516,7 +3516,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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float overlayConsts[] = {0.8f, 0.1f, 0.8f, 1.0f};
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ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->RSSetState(rs);
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@@ -3596,7 +3596,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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float overlayConsts[] = {1.0f, 0.0f, 0.0f, 1.0f};
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ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->RSSetState(rs);
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@@ -3607,7 +3607,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->RSSetState(rsCull);
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@@ -3720,7 +3720,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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ID3D11Buffer *buf = MakeCBuffer(&pixelData, sizeof(DebugPixelCBufferData));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->Draw(3, 0);
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@@ -3747,7 +3747,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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buf = MakeCBuffer(&pixelData, sizeof(DebugPixelCBufferData));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->Draw(3, 0);
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}
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@@ -3817,7 +3817,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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overlayConsts[3] = 1.0f;
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ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->RSSetState(rs);
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@@ -3989,7 +3989,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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m_pImmediateContext->IASetInputLayout(m_MeshDisplayLayout);
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m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &psbuf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &psbuf);
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m_pImmediateContext->GSSetConstantBuffers(0, 1, &gsbuf);
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m_pImmediateContext->VSSetShader(m_DebugRender.MeshVS, NULL, 0);
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m_pImmediateContext->GSSetShader(m_DebugRender.TriangleSizeGS, NULL, 0);
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@@ -4373,7 +4373,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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ID3D11Buffer *buf = MakeCBuffer(redConsts, sizeof(redConsts));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
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@@ -4408,7 +4408,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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buf = MakeCBuffer(greenConsts, sizeof(greenConsts));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
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@@ -4468,7 +4468,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
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float overlayConsts[] = {0.0f, 1.0f, 0.0f, 1.0f};
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ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
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m_pImmediateContext->RSSetState(rs);
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@@ -3454,7 +3454,7 @@ bool D3D11DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha)
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if(customPS == NULL)
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{
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m_pImmediateContext->PSSetShader(m_DebugRender.TexDisplayPS, NULL, 0);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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}
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else
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{
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@@ -3531,7 +3531,7 @@ void D3D11DebugManager::RenderHighlightBox(float w, float h, float scale)
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m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
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m_pImmediateContext->OMSetBlendState(NULL, NULL, 0xffffffff);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &pconst);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &pconst);
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m_pImmediateContext->VSSetConstantBuffers(0, 1, &vconst);
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m_pImmediateContext->Draw(5, 0);
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@@ -3547,7 +3547,7 @@ void D3D11DebugManager::RenderHighlightBox(float w, float h, float scale)
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pconst = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
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m_pImmediateContext->VSSetConstantBuffers(0, 1, &vconst);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &pconst);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &pconst);
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m_pImmediateContext->Draw(5, 0);
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}
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@@ -3594,7 +3594,7 @@ void D3D11DebugManager::RenderCheckerboard(Vec3f light, Vec3f dark)
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m_pImmediateContext->RSSetState(m_DebugRender.RastState);
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m_pImmediateContext->PSSetShader(m_DebugRender.CheckerboardPS, NULL, 0);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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m_pImmediateContext->OMSetBlendState(NULL, factor, 0xffffffff);
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@@ -4539,7 +4539,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
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pixelData.WireframeColour = Vec3f(0.0f, 0.0f, 0.0f);
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FillCBuffer(m_DebugRender.GenericPSCBuffer, &pixelData, sizeof(DebugPixelCBufferData));
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetShader(m_DebugRender.WireframePS, NULL, 0);
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m_pImmediateContext->HSSetShader(NULL, NULL, 0);
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@@ -4648,7 +4648,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
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FillCBuffer(m_DebugRender.GenericVSCBuffer, &vertexData, sizeof(DebugVertexCBuffer));
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m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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Vec4f meshColour;
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@@ -4761,7 +4761,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
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FillCBuffer(meshColourBuf, &meshColour, sizeof(meshColour));
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m_pImmediateContext->PSSetConstantBuffers(2, 1, &meshColourBuf);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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if(cfg.solidShadeMode == eShade_Lit)
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{
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@@ -4800,7 +4800,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
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FillCBuffer(meshColourBuf, &meshColour, sizeof(meshColour));
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m_pImmediateContext->PSSetConstantBuffers(2, 1, &meshColourBuf);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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if(cfg.position.topo >= eTopology_PatchList_1CPs)
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m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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@@ -4827,14 +4827,14 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
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m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);
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m_pImmediateContext->VSSetShader(m_DebugRender.MeshVS, NULL, 0);
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetShader(m_DebugRender.WireframePS, NULL, 0);
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}
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// axis markers
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if(!cfg.position.unproject)
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{
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m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
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m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
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UINT strides[] = {sizeof(Vec4f)};
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UINT offsets[] = {0};
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@@ -370,7 +370,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
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// PS CBV
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param.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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param.Descriptor.ShaderRegister = 1;
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param.Descriptor.ShaderRegister = 0;
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rootSig.push_back(param);
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