Improve #1077 to use a single pixel shader with permutations

This commit is contained in:
Wojtek Figat
2023-05-07 11:01:30 +02:00
parent 10541ac743
commit 713cf0d4b2
3 changed files with 22 additions and 40 deletions

View File

@@ -632,10 +632,10 @@ void DebugDrawService::Update()
desc.VS = shader->GetVS("VS");
// Default
desc.PS = shader->GetPS("PSUnlit");
desc.PS = shader->GetPS("PS", 0);
desc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
failed |= DebugDrawPsLinesDefault.Create(desc);
desc.PS = shader->GetPS("PS");
desc.PS = shader->GetPS("PS", 1);
desc.PrimitiveTopologyType = PrimitiveTopologyType::Triangle;
failed |= DebugDrawPsTrianglesDefault.Create(desc);
desc.Wireframe = true;
@@ -643,10 +643,10 @@ void DebugDrawService::Update()
// Depth Test
desc.Wireframe = false;
desc.PS = shader->GetPS("PS_DepthTestUnlit");
desc.PS = shader->GetPS("PS", 2);
desc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
failed |= DebugDrawPsLinesDepthTest.Create(desc);
desc.PS = shader->GetPS("PS_DepthTest");
desc.PS = shader->GetPS("PS", 3);
desc.PrimitiveTopologyType = PrimitiveTopologyType::Triangle;
failed |= DebugDrawPsTrianglesDepthTest.Create(desc);
desc.Wireframe = true;