baldurk
68d690a912
When rendering overlays, clear to transparent black
...
* This might cause some fringing artifacts when at low scales due to non-PMA
colors but it means there are no false-positive green pixels.
2020-12-09 18:16:08 +00:00
baldurk
ec73718cf0
Test that overlays work on D3D12 with no viewport or scissor bound
2020-10-22 14:48:33 +01:00
baldurk
3f8fb1e1b6
Add MSAA case to overlay tests
2020-10-22 14:11:01 +01:00
baldurk
485f7d21fc
Make overlays interact consistently with viewport/scissor
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* We also add a red/green display to the viewport and scissor overlay to show
pixels that fail the scissor test.
2020-07-17 16:53:34 +01:00
baldurk
1df39247fa
Fix access to render state in D3D12
...
* We need to copy the external-facing m_RenderState into the partial command
buffer's state for partial replay, in case it was modified externally.
* Also when accessing the render state inside a drawcall callback we need to use
the command buffer's local state, not m_RenderState which isn't updated until
the replay completes.
2020-07-14 14:08:54 +01:00
baldurk
abb959e1fd
Handle array textures and multiview properly in overlays. Closes #1895
2020-05-27 22:38:23 +01:00
baldurk
5e2de7dd34
Fix issues switching between mips with overlays on vulkan
2020-04-07 14:05:43 +01:00
baldurk
ac77b7899d
Remove VK_Indirect use of image comparisons
2020-03-19 17:16:19 +00:00
baldurk
40611a3dde
Test subresource rendering in overlay tests, remove png comparisons
2020-03-12 16:51:19 +00:00