Remove unused code in D3D12 overlay

This commit is contained in:
Jake Turner
2023-12-11 16:29:55 +00:00
parent 2d51d890e4
commit c454412e1e
-14
View File
@@ -1175,20 +1175,6 @@ ResourceId D3D12Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
renderDepth, dsViewDesc.Format == DXGI_FORMAT_UNKNOWN ? NULL : &dsViewDesc, dsv);
}
D3D12_DEPTH_STENCIL_DESC dsDesc;
dsDesc.BackFace.StencilFailOp = dsDesc.BackFace.StencilPassOp =
dsDesc.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
dsDesc.FrontFace.StencilFailOp = dsDesc.FrontFace.StencilPassOp =
dsDesc.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
dsDesc.DepthEnable = TRUE;
dsDesc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
dsDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
dsDesc.StencilEnable = FALSE;
dsDesc.StencilReadMask = dsDesc.StencilWriteMask = 0xff;
WrappedID3D12PipelineState *pipe = NULL;
if(rs.pipe != ResourceId())