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GPU: Add enable_depth_clip to RasterizerState (#10964)
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@@ -368,6 +368,16 @@ static MTLColorWriteMask SDLToMetal_ColorWriteMask(
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return result;
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}
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static MTLDepthClipMode SDLToMetal_DepthClipMode(
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bool enableDepthClip
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) {
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if (enableDepthClip) {
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return MTLDepthClipModeClip;
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} else {
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return MTLDepthClipModeClamp;
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}
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}
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// Structs
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typedef struct MetalTexture
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@@ -2311,6 +2321,7 @@ static void METAL_BindGraphicsPipeline(
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[metalCommandBuffer->renderEncoder setTriangleFillMode:SDLToMetal_PolygonMode[metalGraphicsPipeline->rasterizerState.fill_mode]];
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[metalCommandBuffer->renderEncoder setCullMode:SDLToMetal_CullMode[metalGraphicsPipeline->rasterizerState.cull_mode]];
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[metalCommandBuffer->renderEncoder setFrontFacingWinding:SDLToMetal_FrontFace[metalGraphicsPipeline->rasterizerState.front_face]];
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[metalCommandBuffer->renderEncoder setDepthClipMode:SDLToMetal_DepthClipMode(metalGraphicsPipeline->rasterizerState.enable_depth_clip)];
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[metalCommandBuffer->renderEncoder
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setDepthBias:((rast->enable_depth_bias) ? rast->depth_bias_constant_factor : 0)
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slopeScale:((rast->enable_depth_bias) ? rast->depth_bias_slope_factor : 0)
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