diff --git a/src/Cafe/HW/Latte/Renderer/Metal/LatteTextureMtl.cpp b/src/Cafe/HW/Latte/Renderer/Metal/LatteTextureMtl.cpp index eebacd45..86c44efe 100644 --- a/src/Cafe/HW/Latte/Renderer/Metal/LatteTextureMtl.cpp +++ b/src/Cafe/HW/Latte/Renderer/Metal/LatteTextureMtl.cpp @@ -78,6 +78,7 @@ LatteTextureMtl::LatteTextureMtl(class MetalRenderer* mtlRenderer, Latte::E_DIM auto pixelFormat = GetMtlPixelFormat(format, isDepth, m_mtlr->GetPixelFormatSupport()); desc->setPixelFormat(pixelFormat); + // TODO: using MTL::TextureUsageShaderWrite as well fixes Mario Tennis: Ultra Smash, investigate why MTL::TextureUsage usage = MTL::TextureUsageShaderRead; if (!Latte::IsCompressedFormat(format)) { diff --git a/src/Cafe/HW/Latte/Renderer/Metal/MetalRenderer.cpp b/src/Cafe/HW/Latte/Renderer/Metal/MetalRenderer.cpp index c40fbabb..545295dc 100644 --- a/src/Cafe/HW/Latte/Renderer/Metal/MetalRenderer.cpp +++ b/src/Cafe/HW/Latte/Renderer/Metal/MetalRenderer.cpp @@ -859,6 +859,7 @@ void MetalRenderer::draw_beginSequence() return; // no render target } + // TODO: not checking for !streamoutEnable fixes Super Smash Bros. for Wii U, investigate why if (!hasValidFramebufferAttached && !streamoutEnable) { debug_printf("Drawcall with no color buffer or depth buffer attached\n");