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don't compile fragment shaders just-in-time
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b13ba58aad
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8a74445a96
6 changed files with 21 additions and 94 deletions
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@ -364,7 +364,6 @@ MTL::RenderPipelineState* MetalPipelineCache::GetRenderPipelineState(const Latte
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auto mtlVertexShader = static_cast<RendererShaderMtl*>(vertexShader->shader);
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auto mtlPixelShader = static_cast<RendererShaderMtl*>(pixelShader->shader);
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mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
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// Render pipeline state
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MTL::RenderPipelineDescriptor* desc = MTL::RenderPipelineDescriptor::alloc()->init();
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@ -466,7 +465,6 @@ MTL::RenderPipelineState* MetalPipelineCache::GetMeshPipelineState(const LatteFe
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mtlMeshShader = rectsEmulationGS_generate(m_mtlr, vertexShader, lcr);
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}
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auto mtlPixelShader = static_cast<RendererShaderMtl*>(pixelShader->shader);
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mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
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// Render pipeline state
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MTL::MeshRenderPipelineDescriptor* desc = MTL::MeshRenderPipelineDescriptor::alloc()->init();
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