GS/Metal: Don't discard alpha on RGB depth copy

This commit is contained in:
Stenzek 2024-01-21 17:54:42 +10:00 committed by Connor McLaughlin
parent 1946882952
commit b4b2f3a0b6
1 changed files with 2 additions and 1 deletions

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@ -1558,7 +1558,8 @@ void GSDeviceMTL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture
id<MTLRenderPipelineState> pipeline = m_convert_pipeline[static_cast<int>(shader)];
pxAssertRel(pipeline, fmt::format("No pipeline for {}", shaderName(shader)).c_str());
DoStretchRect(sTex, sRect, dTex, dRect, pipeline, linear, LoadAction::DontCareIfFull, nullptr, 0);
const LoadAction load_action = (ShaderConvertWriteMask(shader) == 0xf) ? LoadAction::DontCareIfFull : LoadAction::Load;
DoStretchRect(sTex, sRect, dTex, dRect, pipeline, linear, load_action, nullptr, 0);
}}
void GSDeviceMTL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, bool red, bool green, bool blue, bool alpha)