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don't jit compile vertex shaders
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parent
c4eb195797
commit
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9 changed files with 146 additions and 162 deletions
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@ -916,7 +916,7 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
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LatteDecompilerShader* geometryShader = LatteSHRC_GetActiveGeometryShader();
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LatteDecompilerShader* pixelShader = LatteSHRC_GetActivePixelShader();
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// TODO: is this even needed? Also, should go to draw_beginSequence
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if (!vertexShader)
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if (!vertexShader || !static_cast<RendererShaderMtl*>(vertexShader->shader)->GetFunction())
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{
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printf("no vertex function, skipping draw\n");
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return;
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@ -1200,6 +1200,8 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
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{
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if (indexBuffer)
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SetBuffer(renderCommandEncoder, METAL_SHADER_TYPE_OBJECT, indexBuffer, indexBufferOffset, vertexShader->resourceMapping.indexBufferBinding);
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renderCommandEncoder->setObjectBytes(&hostIndexType, sizeof(hostIndexType), vertexShader->resourceMapping.indexTypeBinding);
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encoderState.m_buffers[METAL_SHADER_TYPE_OBJECT][vertexShader->resourceMapping.indexTypeBinding] = {nullptr};
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uint32 verticesPerPrimitive = 0;
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switch (primitiveMode)
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