bring back inline updates for some state
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parent
bb425bf640
commit
d04e24c382
2 changed files with 81 additions and 45 deletions
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@ -10,20 +10,12 @@ namespace Ryujinx.Graphics.Metal
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{
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public bool Pipeline = false;
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public bool DepthStencil = false;
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public bool CullMode = false;
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public bool Winding = false;
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public bool Viewport = false;
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public bool Scissor = false;
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public DirtyFlags() { }
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public void MarkAll() {
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Pipeline = true;
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DepthStencil = true;
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CullMode = true;
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Winding = true;
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Viewport = true;
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Scissor = true;
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}
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}
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@ -98,16 +98,10 @@ namespace Ryujinx.Graphics.Metal
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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// Mark all state as dirty to ensure it is set on the encoder
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_currentState.Dirty.MarkAll();
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return renderCommandEncoder;
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}
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public void RebindState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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// TODO: only rebind the dirty state
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SetPipelineState(renderCommandEncoder);
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SetDepthStencilState(renderCommandEncoder);
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// Rebind all the state
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SetDepthClamp(renderCommandEncoder);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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@ -119,6 +113,14 @@ namespace Ryujinx.Graphics.Metal
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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return renderCommandEncoder;
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}
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public void RebindState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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SetPipelineState(renderCommandEncoder);
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SetDepthStencilState(renderCommandEncoder);
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_currentState.Dirty = new();
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}
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@ -355,6 +357,13 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateDepthClamp(bool clamp)
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{
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_currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip;
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthClamp(renderCommandEncoder);
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}
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}
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// Inlineable
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@ -382,8 +391,12 @@ namespace Ryujinx.Graphics.Metal
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};
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}
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// Mark dirty
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_currentState.Dirty.Scissor = true;
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetScissors(renderCommandEncoder);
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}
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}
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// Inlineable
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@ -410,13 +423,27 @@ namespace Ryujinx.Graphics.Metal
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};
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}
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// Mark dirty
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_currentState.Dirty.Viewport = true;
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetViewports(renderCommandEncoder);
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}
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}
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public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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_currentState.VertexBuffers = vertexBuffers.ToArray();
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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}
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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// Inlineable
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@ -436,6 +463,13 @@ namespace Ryujinx.Graphics.Metal
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});
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}
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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}
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}
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// Inlineable
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@ -456,6 +490,13 @@ namespace Ryujinx.Graphics.Metal
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});
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}
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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}
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}
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// Inlineable
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@ -463,8 +504,12 @@ namespace Ryujinx.Graphics.Metal
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{
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_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
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// Mark dirty
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_currentState.Dirty.CullMode = true;
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetCullMode(renderCommandEncoder);
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}
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}
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// Inlineable
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@ -472,8 +517,12 @@ namespace Ryujinx.Graphics.Metal
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{
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_currentState.Winding = frontFace.Convert();
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// Mark dirty
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_currentState.Dirty.Winding = true;
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetFrontFace(renderCommandEncoder);
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}
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}
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// Inlineable
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@ -490,6 +539,14 @@ namespace Ryujinx.Graphics.Metal
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_currentState.VertexSamplers[binding] = sampler;
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break;
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}
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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// TODO: Only update the new ones
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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}
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}
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private void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
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@ -509,8 +566,6 @@ namespace Ryujinx.Graphics.Metal
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}
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private unsafe void SetScissors(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.Scissor)
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{
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if (_currentState.Scissors.Length > 0)
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{
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@ -520,11 +575,8 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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}
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}
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private unsafe void SetViewports(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.Viewport)
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{
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if (_currentState.Viewports.Length > 0)
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{
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@ -534,7 +586,6 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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}
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}
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private MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
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{
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@ -565,7 +616,6 @@ namespace Ryujinx.Graphics.Metal
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{
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var buffers = new List<BufferInfo>();
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for (int i = 0; i < bufferDescriptors.Length; i++)
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{
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if (bufferDescriptors[i].Buffer.Handle.ToIntPtr() != IntPtr.Zero)
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@ -596,20 +646,14 @@ namespace Ryujinx.Graphics.Metal
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}
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private void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.CullMode)
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{
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renderCommandEncoder.SetCullMode(_currentState.CullMode);
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}
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}
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private void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.Winding)
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{
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renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
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}
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}
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private void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
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{
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