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metal: clean up some code around render pipeline states.
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@@ -22,6 +22,7 @@
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#include "graphics/Graphics.h"
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#include "Metal.h"
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#include "Shader.h"
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#include <map>
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@@ -209,8 +210,8 @@ private:
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id<MTLDepthStencilState> getCachedDepthStencilState(const DepthState &depth, const StencilState &stencil);
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void applyRenderState(id<MTLRenderCommandEncoder> renderEncoder, const VertexAttributes &attributes);
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void applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, Shader *shader);
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void applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, Shader *shader, Texture *maintex);
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void applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::graphics::Shader *shader);
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void applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, love::graphics::Shader *shader, Texture *maintex);
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id<MTLCommandQueue> commandQueue;
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@@ -225,8 +226,7 @@ private:
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uint32 dirtyRenderState;
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CullMode lastCullMode;
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VertexAttributes lastVertexAttributes;
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PixelFormat activeDepthStencilFormat;
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Shader::RenderPipelineKey lastRenderPipelineKey;
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bool windowHasStencil;
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int shaderSwitches;
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