don't compile fragment shaders just-in-time

This commit is contained in:
Samo Z 2024-09-04 19:05:07 +02:00
parent b13ba58aad
commit 8a74445a96
6 changed files with 21 additions and 94 deletions

View file

@ -364,7 +364,6 @@ MTL::RenderPipelineState* MetalPipelineCache::GetRenderPipelineState(const Latte
auto mtlVertexShader = static_cast<RendererShaderMtl*>(vertexShader->shader);
auto mtlPixelShader = static_cast<RendererShaderMtl*>(pixelShader->shader);
mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
// Render pipeline state
MTL::RenderPipelineDescriptor* desc = MTL::RenderPipelineDescriptor::alloc()->init();
@ -466,7 +465,6 @@ MTL::RenderPipelineState* MetalPipelineCache::GetMeshPipelineState(const LatteFe
mtlMeshShader = rectsEmulationGS_generate(m_mtlr, vertexShader, lcr);
}
auto mtlPixelShader = static_cast<RendererShaderMtl*>(pixelShader->shader);
mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
// Render pipeline state
MTL::MeshRenderPipelineDescriptor* desc = MTL::MeshRenderPipelineDescriptor::alloc()->init();