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metal: implement depth/stencil state
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@@ -42,7 +42,6 @@ Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage
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, program(0)
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, builtinUniforms()
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, builtinUniformInfo()
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, builtinAttributes()
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, lastPointSize(0.0f)
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{
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// load shader source and create program object
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@@ -343,15 +342,6 @@ bool Shader::loadVolatile()
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// Get all active uniform variables in this shader from OpenGL.
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mapActiveUniforms();
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for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
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{
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const char *name = nullptr;
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if (vertex::getConstant(BuiltinVertexAttribute(i), name))
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builtinAttributes[i] = glGetAttribLocation(program, name);
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else
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builtinAttributes[i] = -1;
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}
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if (current == this)
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{
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// make sure glUseProgram gets called.
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