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reset viewport before blit
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e6e898b297
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@ -416,11 +416,6 @@ namespace Ryujinx.Graphics.Metal
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{
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{
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int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
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int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
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if (maxScissors == 0)
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{
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return;
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}
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_currentState.Scissors = new MTLScissorRect[maxScissors];
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_currentState.Scissors = new MTLScissorRect[maxScissors];
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for (int i = 0; i < maxScissors; i++)
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for (int i = 0; i < maxScissors; i++)
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@ -74,8 +74,8 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetProgram(_programColorBlit);
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// Viewport and scissor needs to be set before render pass begin so as not to bind the old ones
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// Viewport and scissor needs to be set before render pass begin so as not to bind the old ones
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//_pipeline.SetViewports([]);
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_pipeline.SetViewports([]);
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//_pipeline.SetScissors([]);
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_pipeline.SetScissors([]);
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_pipeline.SetRenderTargets([destination], null);
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_pipeline.SetRenderTargets([destination], null);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);
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