D3D12: Implement GPU-based bounding box

This commit is contained in:
Stenzek 2016-03-05 21:15:48 +10:00
parent 32599559db
commit ac1cd8279b
8 changed files with 164 additions and 30 deletions

View file

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