reset certain state before doing blit or clear

This commit is contained in:
Samuliak 2024-05-25 09:51:56 +02:00 committed by Isaac Marovitz
parent 57a173a671
commit 8d7be4fe25

View file

@ -73,6 +73,8 @@ namespace Ryujinx.Graphics.Metal
_pipeline.SaveState(); _pipeline.SaveState();
_pipeline.SetProgram(_programColorBlit); _pipeline.SetProgram(_programColorBlit);
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
// 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([]);
@ -110,6 +112,8 @@ namespace Ryujinx.Graphics.Metal
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]); _pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
_pipeline.SetProgram(_programsColorClear[index]); _pipeline.SetProgram(_programsColorClear[index]);
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
// _pipeline.SetRenderTargetColorMasks([componentMask]); // _pipeline.SetRenderTargetColorMasks([componentMask]);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); _pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0); _pipeline.Draw(4, 1, 0, 0);
@ -145,6 +149,8 @@ namespace Ryujinx.Graphics.Metal
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]); _pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
_pipeline.SetProgram(_programDepthStencilClear); _pipeline.SetProgram(_programDepthStencilClear);
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); _pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always)); _pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask)); // _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));