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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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