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