MetalDevice: Fix initial depth state not being bound
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3e82409c10
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@ -321,7 +321,6 @@ private:
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Common::Rectangle<s32> ClampToFramebufferSize(const Common::Rectangle<s32>& rc) const;
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void PreDrawCheck();
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void SetInitialEncoderState();
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void SetUniformBufferInRenderEncoder();
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void SetViewportInRenderEncoder();
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void SetScissorInRenderEncoder();
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@ -849,8 +849,11 @@ std::unique_ptr<GPUPipeline> MetalDevice::CreatePipeline(const GPUPipeline::Grap
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desc.rasterSampleCount = config.per_sample_shading ? config.samples : 1;
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// Metal-specific stuff
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desc.vertexBuffers[1].mutability = MTLMutabilityImmutable;
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desc.fragmentBuffers[1].mutability = MTLMutabilityImmutable;
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desc.vertexBuffers[0].mutability = MTLMutabilityImmutable;
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if (!config.input_layout.vertex_attributes.empty())
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desc.vertexBuffers[1].mutability = MTLMutabilityImmutable;
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if (config.layout == GPUPipeline::Layout::SingleTextureBufferAndPushConstants)
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desc.fragmentBuffers[1].mutability = MTLMutabilityImmutable;
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ca.blendingEnabled = config.blend.enable;
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if (config.blend.enable)
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@ -1668,7 +1671,10 @@ void MetalDevice::UnmapUniformBuffer(u32 size)
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m_current_uniform_buffer_position = m_uniform_buffer.GetCurrentOffset();
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m_uniform_buffer.CommitMemory(size);
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if (InRenderPass())
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SetUniformBufferInRenderEncoder();
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{
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[m_render_encoder setVertexBufferOffset:m_current_uniform_buffer_position atIndex:0];
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[m_render_encoder setFragmentBufferOffset:m_current_uniform_buffer_position atIndex:0];
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}
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}
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void MetalDevice::SetFramebuffer(GPUFramebuffer* fb)
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@ -1713,6 +1719,7 @@ void MetalDevice::UnbindFramebuffer(MetalTexture* tex)
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void MetalDevice::SetPipeline(GPUPipeline* pipeline)
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{
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DebugAssert(pipeline);
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if (m_current_pipeline == pipeline)
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return;
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@ -1732,6 +1739,12 @@ void MetalDevice::SetPipeline(GPUPipeline* pipeline)
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[m_render_encoder setCullMode:m_current_cull_mode];
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}
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}
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else
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{
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// Still need to set depth state before the draw begins.
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m_current_depth_state = m_current_pipeline->GetDepthState();
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m_current_cull_mode = m_current_pipeline->GetCullMode();
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}
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}
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void MetalDevice::UnbindPipeline(MetalPipeline* pl)
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@ -1740,6 +1753,7 @@ void MetalDevice::UnbindPipeline(MetalPipeline* pl)
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return;
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m_current_pipeline = nullptr;
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m_current_depth_state = nil;
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}
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void MetalDevice::SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler)
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@ -1888,7 +1902,8 @@ void MetalDevice::SetInitialEncoderState()
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// Set initial state.
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// TODO: avoid uniform set here? it's probably going to get changed...
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// Might be better off just deferring all the init until the first draw...
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SetUniformBufferInRenderEncoder();
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[m_render_encoder setVertexBuffer:m_uniform_buffer.GetBuffer() offset:m_current_uniform_buffer_position atIndex:0];
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[m_render_encoder setFragmentBuffer:m_uniform_buffer.GetBuffer() offset:m_current_uniform_buffer_position atIndex:0];
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[m_render_encoder setVertexBuffer:m_vertex_buffer.GetBuffer() offset:0 atIndex:1];
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[m_render_encoder setCullMode:m_current_cull_mode];
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if (m_current_depth_state != nil)
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@ -1903,12 +1918,6 @@ void MetalDevice::SetInitialEncoderState()
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SetScissorInRenderEncoder();
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}
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void MetalDevice::SetUniformBufferInRenderEncoder()
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{
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[m_render_encoder setVertexBuffer:m_uniform_buffer.GetBuffer() offset:m_current_uniform_buffer_position atIndex:0];
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[m_render_encoder setFragmentBuffer:m_uniform_buffer.GetBuffer() offset:m_current_uniform_buffer_position atIndex:0];
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}
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void MetalDevice::SetViewportInRenderEncoder()
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{
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const Common::Rectangle<s32> rc = ClampToFramebufferSize(m_current_viewport);
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