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metal: work on depth/stencil textures, MSAA
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@@ -65,8 +65,8 @@ public:
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void present(void *screenshotCallbackData) override;
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int getRequestedBackbufferMSAA() const override { return 0; } // TODO
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int getBackbufferMSAA() const override { return 0; } // TODO
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int getRequestedBackbufferMSAA() const override;
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int getBackbufferMSAA() const override;
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void setColor(Colorf c) override;
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@@ -173,6 +173,13 @@ private:
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bool macCatalyst[2+1];
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};
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struct AttachmentStoreActions
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{
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MTLStoreAction color[MAX_COLOR_RENDER_TARGETS];
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MTLStoreAction depth;
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MTLStoreAction stencil;
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};
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love::graphics::ShaderStage *newShaderStageInternal(ShaderStage::StageType stage, const std::string &cachekey, const std::string &source, bool gles) override;
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love::graphics::Shader *newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel) override;
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love::graphics::StreamBuffer *newStreamBuffer(BufferUsage usage, size_t size) override;
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@@ -200,6 +207,12 @@ private:
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VertexAttributes lastVertexAttributes;
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bool windowHasStencil;
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StrongRef<love::graphics::Texture> backbufferMSAA;
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StrongRef<love::graphics::Texture> backbufferDepthStencil;
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int requestedBackbufferMSAA;
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AttachmentStoreActions attachmentStoreActions;
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StreamBuffer *uniformBuffer;
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StreamBuffer::MapInfo uniformBufferData;
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size_t uniformBufferOffset;
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