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don't jit compile vertex shaders
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c4eb195797
commit
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9 changed files with 146 additions and 162 deletions
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@ -366,13 +366,6 @@ 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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mtlVertexShader->CompileVertexFunction();
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// HACK
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if (!mtlVertexShader->GetFunction())
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{
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debug_printf("no vertex function, skipping draw\n");
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return nullptr;
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}
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mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
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// Render pipeline state
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@ -475,7 +468,6 @@ 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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mtlObjectShader->CompileObjectFunction(lcr, fetchShader, vertexShader, hostIndexType);
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mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
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// Render pipeline state
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