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https://github.com/GreemDev/Ryujinx.git
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Stop depth/stencil blits from crashing everything
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parent
edceb1607f
commit
ed4f7a5602
@ -254,15 +254,24 @@ namespace Ryujinx.Graphics.Metal
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_renderer.RegisterFlush();
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_renderer.RegisterFlush();
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}
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}
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public void BlitColor(
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public void Blit(
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ITexture src,
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ITexture src,
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ITexture dst,
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ITexture dst,
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Extents2D srcRegion,
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Extents2D srcRegion,
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Extents2D dstRegion,
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Extents2D dstRegion,
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bool isDepthOrStencil,
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bool linearFilter)
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bool linearFilter)
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{
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if (isDepthOrStencil)
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{
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// TODO: Depth & stencil blit!
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Logger.Warning?.PrintMsg(LogClass.Gpu, "Requested a depth or stencil blit!");
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}
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else
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{
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{
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_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
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_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
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}
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}
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}
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public void Barrier()
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public void Barrier()
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{
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{
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@ -162,7 +162,10 @@ namespace Ryujinx.Graphics.Metal
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public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
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public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
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{
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{
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_pipeline.BlitColor(this, destination, srcRegion, dstRegion, linearFilter);
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var dst = (Texture)destination;
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bool isDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
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_pipeline.Blit(this, destination, srcRegion, dstRegion, isDepthOrStencil, linearFilter);
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}
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}
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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