Fix FEZ not showing anything

Does not fix the underlying shortcomings of the cache system
This commit is contained in:
Isaac Marovitz 2024-06-20 21:08:28 +01:00
parent 0561d708f8
commit be78e7a1a5
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GPG Key ID: 97250B2B09A132E1
3 changed files with 1 additions and 7 deletions

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@ -1,4 +1,3 @@
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System.Linq;

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@ -485,10 +485,6 @@ namespace Ryujinx.Graphics.Metal
// Inlineable
public void UpdateStencilState(StencilTestDescriptor stencilTest)
{
// Cleanup old state
_currentState.FrontFaceStencil.Dispose();
_currentState.BackFaceStencil.Dispose();
_currentState.FrontFaceStencil = new MTLStencilDescriptor
{
StencilFailureOperation = stencilTest.FrontSFail.Convert(),

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@ -329,8 +329,7 @@ namespace Ryujinx.Graphics.Metal
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetViewports(viewports);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
// TODO: Figure out why this causes a crash
// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
_pipeline.GetOrCreateRenderEncoder(true).SetFragmentBytes(ptr, ClearDepthBufferSize, 0);
_pipeline.Draw(4, 1, 0, 0);