diff --git a/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs b/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs
index 4a3993cad5..6f2725b162 100644
--- a/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs
+++ b/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs
@@ -66,7 +66,8 @@ namespace Ryujinx.Graphics.Metal
                 SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
                 SetCullMode(renderCommandEncoder);
                 SetFrontFace(renderCommandEncoder);
-            } else
+            }
+            else
             {
                 Logger.Error?.Print(LogClass.Gpu, "No state to restore");
             }
@@ -302,7 +303,8 @@ namespace Ryujinx.Graphics.Metal
             if (depthStencil is Texture depthTexture)
             {
                 _currentState.DepthStencil = depthTexture;
-            } else if (depthStencil == null)
+            }
+            else if (depthStencil == null)
             {
                 _currentState.DepthStencil = null;
             }
diff --git a/src/Ryujinx.Graphics.Metal/Pipeline.cs b/src/Ryujinx.Graphics.Metal/Pipeline.cs
index 807069f5f5..b3be4124dc 100644
--- a/src/Ryujinx.Graphics.Metal/Pipeline.cs
+++ b/src/Ryujinx.Graphics.Metal/Pipeline.cs
@@ -202,14 +202,16 @@ namespace Ryujinx.Graphics.Metal
                 var scope = MTLBarrierScope.Buffers | MTLBarrierScope.Textures | MTLBarrierScope.RenderTargets;
                 MTLRenderStages stages = MTLRenderStages.RenderStageVertex | MTLRenderStages.RenderStageFragment;
                 renderCommandEncoder.MemoryBarrier(scope, stages, stages);
-            } else if (_currentEncoderType == EncoderType.Compute)
+            }
+            else if (_currentEncoderType == EncoderType.Compute)
             {
                 var computeCommandEncoder = GetOrCreateComputeEncoder();
 
                 // TODO: Should there be a barrier on render targets?
                 var scope = MTLBarrierScope.Buffers | MTLBarrierScope.Textures;
                 computeCommandEncoder.MemoryBarrier(scope);
-            } else
+            }
+            else
             {
                 Logger.Warning?.Print(LogClass.Gpu, "Barrier called outside of a render or compute pass");
             }