use buffer allocator for restrided vertex buffers

This commit is contained in:
Samuliak 2024-08-13 19:00:39 +02:00
parent 27925a4fd9
commit bba2bbcefb
3 changed files with 18 additions and 31 deletions

View file

@ -795,7 +795,7 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
}
// Render pipeline state
MTL::RenderPipelineState* renderPipelineState = m_pipelineCache->GetPipelineState(fetchShader, vertexShader, pixelShader, m_state.m_activeFBO, LatteGPUState.contextNew);
MTL::RenderPipelineState* renderPipelineState = m_pipelineCache->GetPipelineState(fetchShader, vertexShader, pixelShader, m_state.m_lastUsedFBO, LatteGPUState.contextNew);
renderCommandEncoder->setRenderPipelineState(renderPipelineState);
// Uniform buffers, textures and samplers