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remove outdated todo notices
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@ -84,7 +84,6 @@ std::map<Latte::E_GX2SURFFMT, MetalPixelFormatInfo> MTL_DEPTH_FORMAT_TABLE = {
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{Latte::E_GX2SURFFMT::D32_FLOAT, {MTL::PixelFormatDepth32Float, MetalDataType::NONE, 4, {1, 1}}},
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{Latte::E_GX2SURFFMT::D32_FLOAT, {MTL::PixelFormatDepth32Float, MetalDataType::NONE, 4, {1, 1}}},
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};
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};
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// TODO: change the decoders when a format is not supported
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// TODO: R10_G10_B10_A2_UINT and R10_G10_B10_A2_SINT
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// TODO: R10_G10_B10_A2_UINT and R10_G10_B10_A2_SINT
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// TODO: A2_B10_G10_R10_UNORM and A2_B10_G10_R10_UINT
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// TODO: A2_B10_G10_R10_UNORM and A2_B10_G10_R10_UINT
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void CheckForPixelFormatSupport(const MetalPixelFormatSupport& support)
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void CheckForPixelFormatSupport(const MetalPixelFormatSupport& support)
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@ -54,8 +54,6 @@ MTL::DepthStencilState* MetalDepthStencilCache::GetDepthStencilState(const Latte
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uint32 stencilWriteMaskBack = LatteGPUState.contextNew.DB_STENCILREFMASK_BF.get_STENCILWRITEMASK_B();
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uint32 stencilWriteMaskBack = LatteGPUState.contextNew.DB_STENCILREFMASK_BF.get_STENCILWRITEMASK_B();
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MTL::StencilDescriptor* frontStencil = MTL::StencilDescriptor::alloc()->init();
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MTL::StencilDescriptor* frontStencil = MTL::StencilDescriptor::alloc()->init();
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// TODO: set reference
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//depthStencilState.front.reference = stencilRefFront;
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frontStencil->setReadMask(stencilCompareMaskFront);
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frontStencil->setReadMask(stencilCompareMaskFront);
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frontStencil->setWriteMask(stencilWriteMaskFront);
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frontStencil->setWriteMask(stencilWriteMaskFront);
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frontStencil->setStencilCompareFunction(GetMtlCompareFunc(frontStencilFunc));
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frontStencil->setStencilCompareFunction(GetMtlCompareFunc(frontStencilFunc));
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@ -67,8 +65,6 @@ MTL::DepthStencilState* MetalDepthStencilCache::GetDepthStencilState(const Latte
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MTL::StencilDescriptor* backStencil = MTL::StencilDescriptor::alloc()->init();
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MTL::StencilDescriptor* backStencil = MTL::StencilDescriptor::alloc()->init();
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if (backStencilEnable)
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if (backStencilEnable)
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{
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{
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// TODO: set reference
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//depthStencilState.back.reference = stencilRefBack;
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backStencil->setReadMask(stencilCompareMaskBack);
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backStencil->setReadMask(stencilCompareMaskBack);
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backStencil->setWriteMask(stencilWriteMaskBack);
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backStencil->setWriteMask(stencilWriteMaskBack);
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backStencil->setStencilCompareFunction(GetMtlCompareFunc(backStencilFunc));
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backStencil->setStencilCompareFunction(GetMtlCompareFunc(backStencilFunc));
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@ -78,8 +74,6 @@ MTL::DepthStencilState* MetalDepthStencilCache::GetDepthStencilState(const Latte
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}
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}
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else
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else
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{
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{
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// TODO: set reference
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//depthStencilState.back.reference = stencilRefFront;
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backStencil->setReadMask(stencilCompareMaskFront);
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backStencil->setReadMask(stencilCompareMaskFront);
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backStencil->setWriteMask(stencilWriteMaskFront);
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backStencil->setWriteMask(stencilWriteMaskFront);
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backStencil->setStencilCompareFunction(GetMtlCompareFunc(frontStencilFunc));
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backStencil->setStencilCompareFunction(GetMtlCompareFunc(frontStencilFunc));
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@ -27,7 +27,7 @@ static void compileThreadFunc(sint32 threadIndex)
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SetThreadName("compilePl");
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SetThreadName("compilePl");
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// one thread runs at normal priority while the others run at lower priority
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// one thread runs at normal priority while the others run at lower priority
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if(threadIndex != 0)
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if (threadIndex != 0)
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; // TODO: set thread priority
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; // TODO: set thread priority
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while (true)
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while (true)
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@ -23,6 +23,6 @@ private:
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class MetalRenderer* m_mtlr;
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class MetalRenderer* m_mtlr;
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MetalQueryRange m_range = {INVALID_UINT32, INVALID_UINT32};
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MetalQueryRange m_range = {INVALID_UINT32, INVALID_UINT32};
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// TODO: make this a list of command buffers
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// TODO: make this a list of command buffers?
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MTL::CommandBuffer* m_commandBuffer = nullptr;
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MTL::CommandBuffer* m_commandBuffer = nullptr;
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};
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};
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@ -1719,7 +1719,6 @@ void MetalRenderer::BindStageResources(MTL::RenderCommandEncoder* renderCommandE
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auto textureView = m_state.m_textures[hostTextureUnit];
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auto textureView = m_state.m_textures[hostTextureUnit];
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if (!textureView)
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if (!textureView)
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{
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{
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// TODO: don't bind if already bound
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if (textureDim == Latte::E_DIM::DIM_1D)
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if (textureDim == Latte::E_DIM::DIM_1D)
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SetTexture(renderCommandEncoder, mtlShaderType, m_nullTexture1D, binding);
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SetTexture(renderCommandEncoder, mtlShaderType, m_nullTexture1D, binding);
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else
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else
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