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D3D12: Implement GPU-based bounding box
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8 changed files with 164 additions and 30 deletions
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@ -137,10 +137,7 @@ void VertexManager::vFlush(bool use_dst_alpha)
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ShaderCache::LoadAndSetActiveShaders(use_dst_alpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE, current_primitive_type);
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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{
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// D3D12TODO: Support GPU-side bounding box.
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// D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(), nullptr);
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}
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BBox::Invalidate();
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u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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