prepare for shader cache

This commit is contained in:
Samuliak 2024-08-14 11:57:01 +02:00
parent 13834ca9cb
commit 53efb9e5b2
3 changed files with 74 additions and 11 deletions

View file

@ -665,22 +665,21 @@ void MetalRenderer::draw_beginSequence()
if (!rasterizerEnable == false)
m_state.m_skipDrawSequence = true;
// TODO: is this even needed?
if (!m_state.m_activeFBO)
m_state.m_skipDrawSequence = true;
}
void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32 instanceCount, uint32 count, MPTR indexDataMPTR, Latte::LATTE_VGT_DMA_INDEX_TYPE::E_INDEX_TYPE indexType, bool isFirst)
{
//if (m_state.skipDrawSequence)
// TODO: uncomment
//if (m_state.m_skipDrawSequence)
//{
// return;
//}
// Render pass
if (!m_state.m_activeFBO)
{
debug_printf("no active FBO, skipping draw\n");
return;
}
auto renderCommandEncoder = GetRenderCommandEncoder();
// Shaders