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metal: implement mesh cull modes
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@@ -212,6 +212,7 @@ private:
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MTLRenderPassDescriptor *passDesc;
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uint32 dirtyRenderState;
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CullMode lastCullMode;
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VertexAttributes lastVertexAttributes;
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bool windowHasStencil;
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int shaderSwitches;
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@@ -230,6 +230,7 @@ Graphics::Graphics()
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, activeDrawable(nil)
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, passDesc(nil)
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, dirtyRenderState(STATEBIT_ALL)
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, lastCullMode(CULL_MAX_ENUM)
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, windowHasStencil(false)
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, shaderSwitches(0)
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, requestedBackbufferMSAA(0)
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@@ -576,6 +577,7 @@ id<MTLRenderCommandEncoder> Graphics::useRenderEncoder()
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setBuffer(renderEncoder, renderBindings, SHADERSTAGE_VERTEX, DEFAULT_VERTEX_BUFFER_BINDING, defaultbuffer, 0);
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dirtyRenderState = STATEBIT_ALL;
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lastCullMode = CULL_MAX_ENUM;
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}
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return renderEncoder;
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@@ -795,7 +797,9 @@ void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const Verte
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if (dirtyState & STATEBIT_CULLMODE)
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{
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// TODO
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auto mode = lastCullMode == CULL_BACK ? MTLCullModeBack :
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lastCullMode == CULL_FRONT ? MTLCullModeFront : MTLCullModeNone;
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[encoder setCullMode:mode];
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}
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if ((dirtyState & pipelineStateBits) != 0 || !(attributes == lastVertexAttributes))
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@@ -1000,11 +1004,15 @@ void Graphics::draw(const DrawCommand &cmd)
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{ @autoreleasepool {
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id<MTLRenderCommandEncoder> encoder = useRenderEncoder();
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if (cmd.cullMode != lastCullMode)
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{
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lastCullMode = cmd.cullMode;
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dirtyRenderState |= STATEBIT_CULLMODE;
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}
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applyRenderState(encoder, *cmd.attributes);
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applyShaderUniforms(encoder, Shader::current, cmd.texture);
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[encoder setCullMode:MTLCullModeNone];
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setVertexBuffers(encoder, cmd.buffers, renderBindings);
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[encoder drawPrimitives:getMTLPrimitiveType(cmd.primitiveType)
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@@ -1019,6 +1027,12 @@ void Graphics::draw(const DrawIndexedCommand &cmd)
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{ @autoreleasepool {
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id<MTLRenderCommandEncoder> encoder = useRenderEncoder();
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if (cmd.cullMode != lastCullMode)
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{
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lastCullMode = cmd.cullMode;
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dirtyRenderState |= STATEBIT_CULLMODE;
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}
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applyRenderState(encoder, *cmd.attributes);
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applyShaderUniforms(encoder, Shader::current, cmd.texture);
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@@ -1045,11 +1059,15 @@ void Graphics::drawQuads(int start, int count, const VertexAttributes &attribute
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id<MTLRenderCommandEncoder> encoder = useRenderEncoder();
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if (lastCullMode != CULL_NONE)
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{
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lastCullMode = CULL_NONE;
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dirtyRenderState |= STATEBIT_CULLMODE;
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}
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applyRenderState(encoder, attributes);
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applyShaderUniforms(encoder, Shader::current, texture);
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[encoder setCullMode:MTLCullModeNone];
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setVertexBuffers(encoder, &buffers, renderBindings);
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id<MTLBuffer> ib = getMTLBuffer(quadIndexBuffer);
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