Fix a bug with buffer reuse. Simplify stencil clearing. (#1763)
Co-authored-by: Bart Louwers <bart@emeel.net>
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@@ -60,7 +60,7 @@ public:
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MTLSamplerStatePtr createMetalSamplerState(MTLSamplerDescriptorPtr samplerDescriptor) const;
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// Actually remove the objects we marked as abandoned with the above methods.
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void performCleanup() override {}
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void performCleanup() override;
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void reduceMemoryUsage() override {}
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@@ -134,6 +134,7 @@ private:
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MTLDepthStencilStatePtr clipMaskDepthStencilState;
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MTLRenderPipelineStatePtr clipMaskPipelineState;
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BufferResource clipMaskUniformsBuffer;
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bool clipMaskUniformsBufferUsed = false;
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const gfx::Renderable* stencilStateRenderable = nullptr;
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gfx::RenderingStats stats;
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