From f70d397d0e7c2e90e45870e281be8b1cec72f530 Mon Sep 17 00:00:00 2001 From: baldurk Date: Wed, 15 Jul 2020 11:53:34 +0100 Subject: [PATCH] Don't change unrelated state while doing depth/stencil test overlay --- renderdoc/driver/d3d12/d3d12_overlay.cpp | 4 ---- 1 file changed, 4 deletions(-) diff --git a/renderdoc/driver/d3d12/d3d12_overlay.cpp b/renderdoc/driver/d3d12/d3d12_overlay.cpp index 9c009432e..ddd97bc2d 100644 --- a/renderdoc/driver/d3d12/d3d12_overlay.cpp +++ b/renderdoc/driver/d3d12/d3d12_overlay.cpp @@ -1306,10 +1306,6 @@ ResourceId D3D12Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE; psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; - psoDesc.RasterizerState.FrontCounterClockwise = FALSE; - psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; - psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; - psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; psoDesc.RasterizerState.MultisampleEnable = FALSE; psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;