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Merge pull request #11511 from TellowKrinkle/MTLHD4000
VideoCommon: Avoid creating pipelines with no render targets
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commit
13d14282a0
@ -418,6 +418,12 @@ public:
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// clang-format on
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// clang-format on
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}
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}
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FramebufferState fs = config.framebuffer_state;
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FramebufferState fs = config.framebuffer_state;
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if (fs.color_texture_format == AbstractTextureFormat::Undefined &&
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fs.depth_texture_format == AbstractTextureFormat::Undefined)
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{
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// Intel HD 4000's Metal driver asserts if you try to make one of these
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PanicAlertFmt("Attempted to create pipeline with no render targets!");
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}
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[desc setRasterSampleCount:fs.samples];
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[desc setRasterSampleCount:fs.samples];
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[color0 setPixelFormat:Util::FromAbstract(fs.color_texture_format)];
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[color0 setPixelFormat:Util::FromAbstract(fs.color_texture_format)];
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[desc setDepthAttachmentPixelFormat:Util::FromAbstract(fs.depth_texture_format)];
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[desc setDepthAttachmentPixelFormat:Util::FromAbstract(fs.depth_texture_format)];
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@ -709,6 +709,9 @@ bool PostProcessing::CompilePixelShader()
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bool PostProcessing::CompilePipeline()
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bool PostProcessing::CompilePipeline()
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{
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{
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if (m_framebuffer_format == AbstractTextureFormat::Undefined)
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return true; // Not needed (some backends don't like making pipelines with no targets)
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AbstractPipelineConfig config = {};
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AbstractPipelineConfig config = {};
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config.vertex_shader = m_vertex_shader.get();
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config.vertex_shader = m_vertex_shader.get();
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config.geometry_shader =
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config.geometry_shader =
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@ -1068,6 +1068,13 @@ bool Renderer::InitializeImGui()
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bool Renderer::RecompileImGuiPipeline()
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bool Renderer::RecompileImGuiPipeline()
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{
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{
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if (m_backbuffer_format == AbstractTextureFormat::Undefined)
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{
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// No backbuffer (nogui) means no imgui rendering will happen
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// Some backends don't like making pipelines with no render targets
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return true;
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}
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std::unique_ptr<AbstractShader> vertex_shader =
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std::unique_ptr<AbstractShader> vertex_shader =
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CreateShaderFromSource(ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
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CreateShaderFromSource(ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
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"ImGui vertex shader");
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"ImGui vertex shader");
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