D3D: Fix broken bounding box
This commit is contained in:
parent
1259370cdf
commit
cb19ddd1d4
|
@ -144,6 +144,13 @@ void VertexManager::vFlush()
|
||||||
|
|
||||||
FramebufferManager::SetIntegerEFBRenderTarget(
|
FramebufferManager::SetIntegerEFBRenderTarget(
|
||||||
m_current_pipeline_config.blending_state.logicopenable);
|
m_current_pipeline_config.blending_state.logicopenable);
|
||||||
|
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
|
||||||
|
{
|
||||||
|
D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
|
||||||
|
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(),
|
||||||
|
nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
g_renderer->SetPipeline(m_current_pipeline_object);
|
g_renderer->SetPipeline(m_current_pipeline_object);
|
||||||
|
|
||||||
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
|
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
|
||||||
|
|
Loading…
Reference in New Issue