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reset certain state before doing blit or clear
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1 changed files with 6 additions and 0 deletions
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@ -73,6 +73,8 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.SaveState();
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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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.SetScissors([]);
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@ -110,6 +112,8 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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_pipeline.SetProgram(_programsColorClear[index]);
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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// _pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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@ -145,6 +149,8 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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_pipeline.SetProgram(_programDepthStencilClear);
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
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