Fixes status bar rendering after 4ed41d4a9a
. Fixes #6674
This was SVN commit r27377.
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f1edbb9049
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@ -59,8 +59,11 @@ struct Shader
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}
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};
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void AdjustOverlayGraphicsPipelineState(Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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void AdjustOverlayGraphicsPipelineState(
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Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc,
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const bool depthTestEnabled)
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{
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pipelineStateDesc.depthStencilState.depthTestEnabled = depthTestEnabled;
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pipelineStateDesc.depthStencilState.depthWriteEnabled = false;
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pipelineStateDesc.blendState.enabled = true;
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pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
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@ -72,21 +75,22 @@ void AdjustOverlayGraphicsPipelineState(Renderer::Backend::SGraphicsPipelineStat
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}
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Shader CreateShader(
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const CStrIntern name, const CShaderDefines& defines)
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const CStrIntern name, const CShaderDefines& defines,
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const bool depthTestEnabled)
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{
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Shader shader;
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shader.technique = g_Renderer.GetShaderManager().LoadEffect(
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name, defines,
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[](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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[depthTestEnabled](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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{
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AdjustOverlayGraphicsPipelineState(pipelineStateDesc);
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AdjustOverlayGraphicsPipelineState(pipelineStateDesc, depthTestEnabled);
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});
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shader.techniqueWireframe = g_Renderer.GetShaderManager().LoadEffect(
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name, defines,
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[](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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[depthTestEnabled](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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{
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AdjustOverlayGraphicsPipelineState(pipelineStateDesc);
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AdjustOverlayGraphicsPipelineState(pipelineStateDesc, depthTestEnabled);
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pipelineStateDesc.rasterizationState.polygonMode = Renderer::Backend::PolygonMode::LINE;
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});
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@ -259,15 +263,15 @@ void OverlayRendererInternals::Initialize()
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quadIndices.FreeBackingStore();
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shaderTexLineNormal =
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CreateShader(str_overlay_line, defsOverlayLineNormal);
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CreateShader(str_overlay_line, defsOverlayLineNormal, true);
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shaderTexLineAlwaysVisible =
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CreateShader(str_overlay_line, defsOverlayLineAlwaysVisible);
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CreateShader(str_overlay_line, defsOverlayLineAlwaysVisible, true);
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shaderQuadOverlay =
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CreateShader(str_overlay_line, defsQuadOverlay);
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CreateShader(str_overlay_line, defsQuadOverlay, true);
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shaderForegroundOverlay =
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CreateShader(str_foreground_overlay, {});
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CreateShader(str_foreground_overlay, {}, false);
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shaderOverlaySolid =
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CreateShader(str_overlay_solid, {});
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CreateShader(str_overlay_solid, {}, true);
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const uint32_t quadStride = quadVertices.GetStride();
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const std::array<Renderer::Backend::SVertexAttributeFormat, 3> quadAttributes{{
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