diff --git a/renderdoc/driver/d3d12/d3d12_overlay.cpp b/renderdoc/driver/d3d12/d3d12_overlay.cpp index 9fb7575a7..dc925832a 100644 --- a/renderdoc/driver/d3d12/d3d12_overlay.cpp +++ b/renderdoc/driver/d3d12/d3d12_overlay.cpp @@ -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())