remove useless parameters

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Samuliak 2024-05-24 17:59:49 +02:00 committed by Isaac Marovitz
parent c3c75b2939
commit b051cda16a
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GPG Key ID: 97250B2B09A132E1
2 changed files with 2 additions and 9 deletions

View File

@ -83,7 +83,6 @@ namespace Ryujinx.Graphics.Metal
} }
public unsafe void ClearColor( public unsafe void ClearColor(
Texture dst,
int index, int index,
ReadOnlySpan<float> clearColor) ReadOnlySpan<float> clearColor)
{ {
@ -108,7 +107,6 @@ 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.SetRenderTargets([dst], null);
// _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);
@ -118,7 +116,6 @@ namespace Ryujinx.Graphics.Metal
} }
public unsafe void ClearDepthStencil( public unsafe void ClearDepthStencil(
Texture dst,
ReadOnlySpan<float> depthValue, ReadOnlySpan<float> depthValue,
bool depthMask, bool depthMask,
int stencilValue, int stencilValue,

View File

@ -214,16 +214,12 @@ namespace Ryujinx.Graphics.Metal
{ {
float[] colors = [color.Red, color.Green, color.Blue, color.Alpha]; float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
Texture target = _encoderStateManager.RenderTargets[index]; _helperShader.ClearColor(index, colors);
_helperShader.ClearColor(target, index, colors);
} }
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask) public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{ {
Texture target = _encoderStateManager.DepthStencil; _helperShader.ClearDepthStencil([depthValue], depthMask, stencilValue, stencilMask);
_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
} }
public void CommandBufferBarrier() public void CommandBufferBarrier()