metal: check for depth compare mode support before setting it on a texture.

This commit is contained in:
Sasha Szpakowski
2024-01-01 15:41:31 -04:00
parent 9b537ede2b
commit 0523aa6f8f
3 changed files with 11 additions and 1 deletions
+2
View File
@@ -137,6 +137,8 @@ public:
id<MTLSamplerState> getCachedSampler(const SamplerState &s);
bool isDepthCompareSamplerSupported() const;
StreamBuffer *getUniformBuffer() const { return uniformBuffer; }
Buffer *getDefaultAttributesBuffer() const { return defaultAttributesBuffer; }
+6 -1
View File
@@ -810,7 +810,7 @@ id<MTLSamplerState> Graphics::getCachedSampler(const SamplerState &s)
desc.lodMinClamp = s.minLod;
desc.lodMaxClamp = s.maxLod;
// TODO: This isn't supported on some older iOS devices...
// This isn't supported on some older iOS devices. Texture code checks for support.
if (s.depthSampleMode.hasValue)
desc.compareFunction = getMTLCompareFunction(s.depthSampleMode.value);
@@ -822,6 +822,11 @@ id<MTLSamplerState> Graphics::getCachedSampler(const SamplerState &s)
return sampler;
}}
bool Graphics::isDepthCompareSamplerSupported() const
{
return families.mac[1] || families.macCatalyst[1] || families.apple[3];
}
id<MTLDepthStencilState> Graphics::getCachedDepthStencilState(const DepthState &depth, const StencilState &stencil)
{
uint64 key = (depth.compare << 0) | ((uint32)depth.write << 8)
+3
View File
@@ -339,6 +339,9 @@ void Texture::copyToBuffer(love::graphics::Buffer *dest, int slice, int mipmap,
void Texture::setSamplerState(const SamplerState &s)
{ @autoreleasepool {
if (s.depthSampleMode.hasValue && !Graphics::getInstance()->isDepthCompareSamplerSupported())
throw love::Exception("Depth comparison sampling in shaders is not supported on this system.");
// Base class does common validation and assigns samplerState.
love::graphics::Texture::setSamplerState(s);