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