DX12: debug surfaces.

This commit is contained in:
Artem Kharytoniuk 2017-12-17 20:07:37 +01:00
parent 94fdf1570b
commit a72f05e91e

View File

@ -1406,6 +1406,7 @@ void R_DebugPolygon( int color, int numPoints, float *points ) {
qglDepthRange( 0, 1 );
// VULKAN
// DX12
if (numPoints < 3 || numPoints >= SHADER_MAX_VERTEXES/2)
return;
@ -1461,6 +1462,9 @@ void R_DebugPolygon( int color, int numPoints, float *points ) {
vk_bind_geometry();
vk_shade_geometry(vk.surface_debug_pipeline_solid, false, Vk_Depth_Range::normal);
dx_bind_geometry();
dx_shade_geometry(dx.surface_debug_pipeline_state_solid, false, Vk_Depth_Range::normal, true, false);
// Outline.
Com_Memset(tess.svars.colors, tr.identityLightByte, numPoints * 2 * sizeof(color4ub_t));
@ -1474,6 +1478,9 @@ void R_DebugPolygon( int color, int numPoints, float *points ) {
vk_bind_geometry();
vk_shade_geometry(vk.surface_debug_pipeline_outline, false, Vk_Depth_Range::force_zero, false);
dx_bind_geometry();
dx_shade_geometry(dx.surface_debug_pipeline_state_outline, false, Vk_Depth_Range::force_zero, false, true);
tess.numVertexes = 0;
}