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Changes to support MSAA rendering
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@@ -253,14 +253,15 @@ void View::Resources::init(boo::MetalDataFactory::Context& ctx, const IThemeData
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static const char* TexFS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
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" return tex.sample(samp, vtf.uv) * vtf.color;\n"
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"}\n";
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@@ -272,7 +273,7 @@ void View::Resources::init(boo::MetalDataFactory::Context& ctx, const IThemeData
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};
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m_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
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m_solidShader = ctx.newShaderPipeline(SolidVS, SolidFS, nullptr, nullptr, m_solidVtxFmt, 1,
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m_solidShader = ctx.newShaderPipeline(SolidVS, SolidFS, nullptr, nullptr, m_solidVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None);
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@@ -283,7 +284,7 @@ void View::Resources::init(boo::MetalDataFactory::Context& ctx, const IThemeData
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};
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m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
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m_texShader = ctx.newShaderPipeline(TexVS, TexFS, nullptr, nullptr, m_texVtxFmt, 1,
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m_texShader = ctx.newShaderPipeline(TexVS, TexFS, nullptr, nullptr, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None);
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}
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