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update metal backend for projection changes.
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@@ -65,6 +65,8 @@ public:
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love::graphics::Texture *newTexture(const Texture::Settings &settings, const Texture::Slices *data = nullptr) override;
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love::graphics::Buffer *newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataDeclaration> &format, const void *data, size_t size, size_t arraylength) override;
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Matrix4 computeDeviceProjection(const Matrix4 &projection, bool rendertotexture) const override;
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void setViewportSize(int width, int height, int pixelwidth, int pixelheight) override;
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bool setMode(void *context, int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil, int msaa) override;
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void unSetMode() override;
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@@ -418,6 +418,12 @@ love::graphics::Buffer *Graphics::newBuffer(const Buffer::Settings &settings, co
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return new Buffer(this, device, settings, format, data, size, arraylength);
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}
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Matrix4 Graphics::computeDeviceProjection(const Matrix4 &projection, bool /*rendertotexture*/) const
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{
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uint32 flags = DEVICE_PROJECTION_FLIP_Y;
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return calculateDeviceProjection(projection, flags);
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}
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void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight)
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{
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this->width = width;
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@@ -428,9 +434,7 @@ void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelh
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if (!isRenderTargetActive())
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{
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dirtyRenderState |= STATEBIT_VIEWPORT | STATEBIT_SCISSOR;
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// Set up the projection matrix
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projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0, -10.0f, 10.0f);
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resetProjection();
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}
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Texture::Settings settings;
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@@ -1009,7 +1013,7 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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auto builtins = (Shader::BuiltinUniformData *) (bufferdata + s->getBuiltinUniformDataOffset());
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builtins->transformMatrix = getTransform();
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builtins->projectionMatrix = getProjection();
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builtins->projectionMatrix = getDeviceProjection();
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// The normal matrix is the transpose of the inverse of the rotation portion
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// (top-left 3x3) of the transform matrix.
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@@ -1299,7 +1303,7 @@ bool Graphics::dispatch(int x, int y, int z)
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return true;
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}}
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void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int /*pixelw*/, int /*pixelh*/, bool /*hasSRGBtexture*/)
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void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int /*w*/, int /*h*/, int /*pixelw*/, int /*pixelh*/, bool /*hasSRGBtexture*/)
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{ @autoreleasepool {
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endPass();
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@@ -1336,7 +1340,6 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h,
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setAttachment(rt, passDesc.stencilAttachment, attachmentStoreActions.stencil);
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}
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projectionMatrix = Matrix4::ortho(0.0, (float) w, (float) h, 0.0, -10.0f, 10.0f);
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dirtyRenderState = STATEBIT_ALL;
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lastVertexAttributes = VertexAttributes();
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}}
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