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metal: basic implementation of love.graphics.clear
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@@ -724,6 +724,8 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h,
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void Graphics::endPass()
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{
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flushBatchedDraws();
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auto &rts = states.back().renderTargets;
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love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
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@@ -767,15 +769,36 @@ void Graphics::endPass()
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}
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void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth)
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{
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{ @autoreleasepool {
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if (c.hasValue || stencil.hasValue || depth.hasValue)
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flushBatchedDraws();
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// TODO
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}
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// TODO: handle clearing mid-pass
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if (c.hasValue)
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{
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MTLClearColor color = MTLClearColorMake(c.value.r, c.value.g, c.value.b, c.value.a);
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for (int i = 0; i < 8; i++)
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{
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passDesc.colorAttachments[0].clearColor = color;
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passDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
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}
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}
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if (stencil.hasValue)
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{
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passDesc.stencilAttachment.clearStencil = stencil.value;
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passDesc.stencilAttachment.loadAction = MTLLoadActionClear;
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}
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if (depth.hasValue)
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{
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passDesc.depthAttachment.clearDepth = depth.value;
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passDesc.depthAttachment.loadAction = MTLLoadActionClear;
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}
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}}
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void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth)
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{
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{ @autoreleasepool {
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if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
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return;
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@@ -790,8 +813,28 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
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flushBatchedDraws();
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// TODO
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}
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// TODO: handle clearing mid-pass
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for (int i = 0; i < ncolors; i++)
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{
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if (!colors[i].hasValue)
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continue;
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const Colorf &c = colors[i].value;
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passDesc.colorAttachments[i].clearColor = MTLClearColorMake(c.r, c.g, c.b, c.a);
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passDesc.colorAttachments[i].loadAction = MTLLoadActionClear;
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}
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if (stencil.hasValue)
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{
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passDesc.stencilAttachment.clearStencil = stencil.value;
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passDesc.stencilAttachment.loadAction = MTLLoadActionClear;
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}
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if (depth.hasValue)
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{
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passDesc.depthAttachment.clearDepth = depth.value;
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passDesc.depthAttachment.loadAction = MTLLoadActionClear;
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}
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}}
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void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
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{
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