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Don’t store and resolve MSAA
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a3fc9540fc
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@ -447,6 +447,11 @@ namespace RT64 {
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}
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}
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static MTLClearColor toClearColor(RenderColor color) {
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return MTLClearColorMake(color.r, color.g, color.b, color.a);
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}
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// MetalBuffer
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MetalBuffer::MetalBuffer(MetalDevice *device, MetalPool *pool, const RenderBufferDesc &desc) {
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@ -1256,15 +1261,12 @@ namespace RT64 {
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if (resolveTo.count(colorAttachment.texture) != 0) {
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colorAttachment.resolveTexture = resolveTo[colorAttachment.texture];
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colorAttachment.storeAction = MTLStoreActionStoreAndMultisampleResolve;
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colorAttachment.storeAction = MTLStoreActionMultisampleResolve;
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}
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if (attachmentsToClear.count(i) != 0) {
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colorAttachment.loadAction = MTLLoadActionClear;
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colorAttachment.clearColor = MTLClearColorMake(attachmentsToClear[i].r,
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attachmentsToClear[i].g,
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attachmentsToClear[i].b,
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attachmentsToClear[i].a);
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colorAttachment.clearColor = toClearColor(attachmentsToClear[i]);
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}
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}
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@ -1276,7 +1278,7 @@ namespace RT64 {
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if (resolveTo.count(depthAttachment.texture) != 0) {
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depthAttachment.resolveTexture = resolveTo[depthAttachment.texture];
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depthAttachment.storeAction = MTLStoreActionStoreAndMultisampleResolve;
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depthAttachment.storeAction = MTLStoreActionMultisampleResolve;
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}
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if (depthClearValue >= 0.0) {
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