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Be smart and use a bitmask not a list
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102c87e623
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@ -564,8 +564,7 @@ namespace Ryujinx.Graphics.Metal
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private static MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
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{
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var vertexDescriptor = new MTLVertexDescriptor();
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var usedIndexes = new List<int>();
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uint indexMask = 0;
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// TODO: Handle 'zero' buffers
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for (int i = 0; i < attribDescriptors.Length; i++)
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@ -573,7 +572,7 @@ namespace Ryujinx.Graphics.Metal
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var attrib = vertexDescriptor.Attributes.Object((ulong)i);
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// TODO: Format should not be hardcoded
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attrib.Format = MTLVertexFormat.Float4;
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usedIndexes.Add(attribDescriptors[i].BufferIndex);
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indexMask |= 1u << attribDescriptors[i].BufferIndex;
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attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
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attrib.Offset = (ulong)attribDescriptors[i].Offset;
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}
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@ -581,7 +580,7 @@ namespace Ryujinx.Graphics.Metal
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for (int i = 0; i < bufferDescriptors.Length; i++)
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{
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var layout = vertexDescriptor.Layouts.Object((ulong)i);
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layout.Stride = usedIndexes.Contains(i) ? (ulong)bufferDescriptors[i].Stride : 0;
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layout.Stride = (indexMask & (1u << i)) != 0 ? (ulong)bufferDescriptors[i].Stride : 0;
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}
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return vertexDescriptor;
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