reset viewport before blit

This commit is contained in:
Samuliak 2024-05-25 08:39:45 +02:00 committed by Isaac Marovitz
parent e6e898b297
commit 57a173a671
2 changed files with 2 additions and 7 deletions

View file

@ -416,11 +416,6 @@ namespace Ryujinx.Graphics.Metal
{ {
int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length); int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
if (maxScissors == 0)
{
return;
}
_currentState.Scissors = new MTLScissorRect[maxScissors]; _currentState.Scissors = new MTLScissorRect[maxScissors];
for (int i = 0; i < maxScissors; i++) for (int i = 0; i < maxScissors; i++)

View file

@ -74,8 +74,8 @@ namespace Ryujinx.Graphics.Metal
_pipeline.SetProgram(_programColorBlit); _pipeline.SetProgram(_programColorBlit);
// Viewport and scissor needs to be set before render pass begin so as not to bind the old ones // Viewport and scissor needs to be set before render pass begin so as not to bind the old ones
//_pipeline.SetViewports([]); _pipeline.SetViewports([]);
//_pipeline.SetScissors([]); _pipeline.SetScissors([]);
_pipeline.SetRenderTargets([destination], null); _pipeline.SetRenderTargets([destination], null);
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler)); _pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles); _pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);