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Dont hardcode Vertex Format
This commit is contained in:
committed by
Isaac Marovitz
parent
9ecaacc977
commit
e72c69cf19
@@ -596,8 +596,7 @@ namespace Ryujinx.Graphics.Metal
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for (int i = 0; i < attribDescriptors.Length; i++)
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{
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var attrib = vertexDescriptor.Attributes.Object((ulong)i);
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// TODO: Format should not be hardcoded
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attrib.Format = MTLVertexFormat.Float4;
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attrib.Format = attribDescriptors[i].Format.Convert();
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indexMask |= 1u << attribDescriptors[i].BufferIndex;
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attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
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attrib.Offset = (ulong)attribDescriptors[i].Offset;
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