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Fix invalid depth stencil state when no depth stencil is present

Partially fixes Sonic Frontiers and Castlevania Dominus Collection
This commit is contained in:
Isaac Marovitz 2024-09-05 13:18:48 +02:00 committed by Isaac Marovitz
parent 6b2bc16dc3
commit ce23bff285

View file

@ -21,6 +21,7 @@ namespace Ryujinx.Graphics.Metal
private readonly BufferManager _bufferManager;
private readonly DepthStencilCache _depthStencilCache;
private readonly MTLDepthStencilState _defaultState;
private readonly EncoderState _mainState = new();
private EncoderState _currentState;
@ -44,6 +45,8 @@ namespace Ryujinx.Graphics.Metal
_depthStencilCache = new(device);
_currentState = _mainState;
_defaultState = _depthStencilCache.GetOrCreate(_currentState.DepthStencilUid);
// Zero buffer
byte[] zeros = new byte[ZeroBufferSize];
fixed (byte* ptr = zeros)
@ -952,9 +955,16 @@ namespace Ryujinx.Graphics.Metal
private readonly void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
{
MTLDepthStencilState state = _depthStencilCache.GetOrCreate(_currentState.DepthStencilUid);
if (DepthStencil != null)
{
MTLDepthStencilState state = _depthStencilCache.GetOrCreate(_currentState.DepthStencilUid);
renderCommandEncoder.SetDepthStencilState(state);
renderCommandEncoder.SetDepthStencilState(state);
}
else
{
renderCommandEncoder.SetDepthStencilState(_defaultState);
}
}
private readonly void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder)