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https://github.com/Ryujinx/Ryujinx.git
synced 2025-08-04 05:02:25 -07:00
remove useless parameters
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@@ -83,7 +83,6 @@ namespace Ryujinx.Graphics.Metal
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}
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public unsafe void ClearColor(
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Texture dst,
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int index,
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ReadOnlySpan<float> clearColor)
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{
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@@ -108,7 +107,6 @@ 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.SetRenderTargets([dst], null);
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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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@@ -118,7 +116,6 @@ namespace Ryujinx.Graphics.Metal
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}
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public unsafe void ClearDepthStencil(
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Texture dst,
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ReadOnlySpan<float> depthValue,
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bool depthMask,
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int stencilValue,
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@@ -214,16 +214,12 @@ namespace Ryujinx.Graphics.Metal
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{
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float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
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Texture target = _encoderStateManager.RenderTargets[index];
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_helperShader.ClearColor(target, index, colors);
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_helperShader.ClearColor(index, colors);
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}
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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Texture target = _encoderStateManager.DepthStencil;
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_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
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_helperShader.ClearDepthStencil([depthValue], depthMask, stencilValue, stencilMask);
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}
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public void CommandBufferBarrier()
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