GS:MTL: Fix mad shader on M1

This commit is contained in:
TellowKrinkle authored and tellowkrinkle committed 2022-11-23 00:57:03 -06:00
1 parent e8ce1e3445
commit bae4a2df7e
1 file changed
+2 -1
+2 -1
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@@ -596,7 +596,8 @@ void GSDeviceMTL::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
GSMTLInterlacePSUniform cb = {};
cb.ZrH = {static_cast<float>(bufIdx), 1.0f / ds.y, ds.y, MAD_SENSITIVITY};
DoStretchRect(sTex, sRect, dTex, dRect, m_interlace_pipeline[shader], linear, shader > 1 ? LoadAction::DontCareIfFull : LoadAction::Load, &cb, sizeof(cb));
const bool can_discard = shader == 0 || shader == 3;
DoStretchRect(sTex, sRect, dTex, dRect, m_interlace_pipeline[shader], linear, !can_discard ? LoadAction::DontCareIfFull : LoadAction::Load, &cb, sizeof(cb));
}}
void GSDeviceMTL::DoFXAA(GSTexture* sTex, GSTexture* dTex)