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metal: implement depth/stencil state
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@@ -361,9 +361,7 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
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{
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MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
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const auto &attributes = key.vertexAttributes;
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uint32 allbits = attributes.enableBits;
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for (const auto &pair : this->attributes)
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{
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