don't jit compile vertex shaders

This commit is contained in:
Samuliak 2024-09-03 13:59:52 +02:00
parent c4eb195797
commit 953975f5ec
9 changed files with 146 additions and 162 deletions

View file

@ -366,13 +366,6 @@ MTL::RenderPipelineState* MetalPipelineCache::GetRenderPipelineState(const Latte
auto mtlVertexShader = static_cast<RendererShaderMtl*>(vertexShader->shader);
auto mtlPixelShader = static_cast<RendererShaderMtl*>(pixelShader->shader);
mtlVertexShader->CompileVertexFunction();
// HACK
if (!mtlVertexShader->GetFunction())
{
debug_printf("no vertex function, skipping draw\n");
return nullptr;
}
mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
// Render pipeline state
@ -475,7 +468,6 @@ MTL::RenderPipelineState* MetalPipelineCache::GetMeshPipelineState(const LatteFe
mtlMeshShader = rectsEmulationGS_generate(m_mtlr, vertexShader, lcr);
}
auto mtlPixelShader = static_cast<RendererShaderMtl*>(pixelShader->shader);
mtlObjectShader->CompileObjectFunction(lcr, fetchShader, vertexShader, hostIndexType);
mtlPixelShader->CompileFragmentFunction(lastUsedFBO);
// Render pipeline state