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Fix StoreActions & Don’t Clamp Scissor for Now
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parent
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commit
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1 changed files with 7 additions and 3 deletions
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@ -1,7 +1,6 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using SharpMetal.Foundation;
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using SharpMetal.Metal;
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using System;
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using System.Collections.Generic;
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@ -57,6 +56,7 @@ namespace Ryujinx.Graphics.Metal
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var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
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passAttachment.Texture = _currentState.RenderTargets[i].MTLTexture;
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passAttachment.LoadAction = MTLLoadAction.Load;
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passAttachment.StoreAction = MTLStoreAction.Store;
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}
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}
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@ -72,12 +72,14 @@ namespace Ryujinx.Graphics.Metal
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case MTLPixelFormat.Depth32Float:
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depthAttachment.Texture = _currentState.DepthStencil.MTLTexture;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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depthAttachment.StoreAction = MTLStoreAction.Store;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil.MTLTexture;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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stencilAttachment.StoreAction = MTLStoreAction.Store;
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break;
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// Combined Attachment
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@ -85,11 +87,13 @@ namespace Ryujinx.Graphics.Metal
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case MTLPixelFormat.Depth32FloatStencil8:
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depthAttachment.Texture = _currentState.DepthStencil.MTLTexture;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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depthAttachment.StoreAction = MTLStoreAction.Store;
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.MTLTexture.PixelFormat);
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var stencilView = _currentState.DepthStencil.MTLTexture.NewTextureView(unpackedFormat);
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stencilAttachment.Texture = stencilView;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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stencilAttachment.StoreAction = MTLStoreAction.Store;
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break;
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default:
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.MTLTexture.PixelFormat}!");
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@ -385,8 +389,8 @@ namespace Ryujinx.Graphics.Metal
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_currentState.Scissors[i] = new MTLScissorRect
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{
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height = Math.Clamp((ulong)region.Height, 0, (ulong)_currentState.Viewports[i].height),
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width = Math.Clamp((ulong)region.Width, 0, (ulong)_currentState.Viewports[i].width),
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height = (ulong)region.Height,
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width = (ulong)region.Width,
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x = (ulong)region.X,
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y = (ulong)region.Y
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};
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