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don't recreate render pipeline unless we're about to draw, pass view depth properly (#22)
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committed by
Isaac Marovitz
parent
58b3e2e82b
commit
02de48a6f2
@@ -46,12 +46,7 @@ namespace Ryujinx.Graphics.Metal
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levels.length = (ulong)Info.Levels;
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NSRange slices;
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slices.location = (ulong)firstLayer;
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slices.length = 1;
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if (info.Target != Target.Texture3D && info.Target != Target.Cubemap)
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{
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slices.length = (ulong)Info.Depth;
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}
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slices.length = (ulong)Info.Depth;
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var swizzle = GetSwizzle(info, pixelFormat);
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