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skip draws when pipeline is invalid
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1 changed files with 8 additions and 0 deletions
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@ -1114,6 +1114,14 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
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renderPipelineState = m_pipelineCache->GetMeshPipelineState(fetchShader, vertexShader, geometryShader, pixelShader, m_state.m_lastUsedFBO, LatteGPUState.contextNew, hostIndexType);
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else
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renderPipelineState = m_pipelineCache->GetRenderPipelineState(fetchShader, vertexShader, pixelShader, m_state.m_lastUsedFBO, LatteGPUState.contextNew);
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// HACK
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if (!renderPipelineState)
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{
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debug_printf("invalid render pipeline state, skipping draw\n");
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return;
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}
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if (renderPipelineState != encoderState.m_renderPipelineState)
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{
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renderCommandEncoder->setRenderPipelineState(renderPipelineState);
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