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Remove SDL_GPUDepthStencilValue struct
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@@ -2204,7 +2204,7 @@ static void METAL_BeginRenderPass(
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passDescriptor.depthAttachment.storeAction = SDLToMetal_StoreOp(
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depthStencilTargetInfo->store_op,
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texture->msaaHandle ? 1 : 0);
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passDescriptor.depthAttachment.clearDepth = depthStencilTargetInfo->clear_value.depth;
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passDescriptor.depthAttachment.clearDepth = depthStencilTargetInfo->clear_depth;
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if (IsStencilFormat(container->header.info.format)) {
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if (texture->msaaHandle) {
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@@ -2217,7 +2217,7 @@ static void METAL_BeginRenderPass(
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passDescriptor.stencilAttachment.storeAction = SDLToMetal_StoreOp(
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depthStencilTargetInfo->store_op,
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texture->msaaHandle ? 1 : 0);
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passDescriptor.stencilAttachment.clearStencil = depthStencilTargetInfo->clear_value.stencil;
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passDescriptor.stencilAttachment.clearStencil = depthStencilTargetInfo->clear_stencil;
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}
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METAL_INTERNAL_TrackTexture(metalCommandBuffer, texture);
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