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SetStencilTest
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parent
628772f685
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@ -387,7 +387,34 @@ namespace Ryujinx.Graphics.Metal
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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{
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{
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// TODO
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var depthStencilDescriptor = new MTLDepthStencilDescriptor
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{
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BackFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.BackSFail.Convert(),
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DepthFailureOperation = stencilTest.BackDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
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StencilCompareFunction = stencilTest.BackFunc.Convert(),
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ReadMask = (uint)stencilTest.BackFuncMask,
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WriteMask = (uint)stencilTest.BackMask
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},
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FrontFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.FrontSFail.Convert(),
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DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
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StencilCompareFunction = stencilTest.FrontFunc.Convert(),
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ReadMask = (uint)stencilTest.FrontFuncMask,
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WriteMask = (uint)stencilTest.FrontMask
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}
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};
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var depthStencilState = _device.NewDepthStencilState(depthStencilDescriptor);
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if (_currentEncoder is MTLRenderCommandEncoder renderCommandEncoder)
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{
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renderCommandEncoder.SetDepthStencilState(depthStencilState);
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}
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}
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}
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public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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@ -11,6 +11,7 @@ namespace Ryujinx.Graphics.Metal
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public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
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public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
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public MTLCullMode CullMode = MTLCullMode.None;
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public MTLCullMode CullMode = MTLCullMode.None;
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public MTLWinding Winding = MTLWinding.Clockwise;
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public MTLWinding Winding = MTLWinding.Clockwise;
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public MTLDepthStencilState DepthStencilState = null;
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public RenderEncoderState(MTLRenderPipelineState renderPipelineState)
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public RenderEncoderState(MTLRenderPipelineState renderPipelineState)
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{
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{
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@ -22,6 +23,7 @@ namespace Ryujinx.Graphics.Metal
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renderCommandEncoder.SetRenderPipelineState(RenderPipelineState);
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renderCommandEncoder.SetRenderPipelineState(RenderPipelineState);
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renderCommandEncoder.SetCullMode(CullMode);
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renderCommandEncoder.SetCullMode(CullMode);
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renderCommandEncoder.SetFrontFacingWinding(Winding);
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renderCommandEncoder.SetFrontFacingWinding(Winding);
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renderCommandEncoder.SetDepthStencilState(DepthStencilState);
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}
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}
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}
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}
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}
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}
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