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metal: implement depth/stencil state
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@@ -102,9 +102,6 @@ private:
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GLint builtinUniforms[BUILTIN_MAX_ENUM];
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UniformInfo *builtinUniformInfo[BUILTIN_MAX_ENUM];
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// Location values for any generic vertex attribute variables.
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GLint builtinAttributes[ATTRIB_MAX_ENUM];
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std::map<std::string, GLint> attributes;
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// Uniform location buffer map
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