Add Quad Overdraw debug view mode
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@@ -21,6 +21,10 @@ private:
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PipelineStateCache MotionVectors;
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PipelineStateCache MotionVectorsSkinned;
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PipelineStateCache MotionVectorsSkinnedPerBone;
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#if USE_EDITOR
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PipelineStateCache QuadOverdraw;
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PipelineStateCache QuadOverdrawSkinned;
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#endif
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FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap, const bool useSkinning, const bool perBoneMotionBlur)
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{
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@@ -32,6 +36,10 @@ private:
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return useLightmap ? &DefaultLightmap : (useSkinning ? &DefaultSkinned : &Default);
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case DrawPass::MotionVectors:
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return useSkinning ? (perBoneMotionBlur ? &MotionVectorsSkinnedPerBone : &MotionVectorsSkinned) : &MotionVectors;
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#if USE_EDITOR
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case DrawPass::QuadOverdraw:
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return useSkinning ? &QuadOverdrawSkinned : &QuadOverdraw;
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#endif
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default:
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return nullptr;
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}
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@@ -46,6 +54,10 @@ private:
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DepthSkinned.Release();
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MotionVectors.Release();
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MotionVectorsSkinned.Release();
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#if USE_EDITOR
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QuadOverdraw.Release();
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QuadOverdrawSkinned.Release();
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#endif
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}
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};
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