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graphicsdriver/metal: Bug fix: Wrong usage of RenderPipelineState for screen
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@ -611,7 +611,7 @@ func (d *Driver) Draw(indexLen int, indexOffset int, mode graphics.CompositeMode
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}
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}
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rce := d.cb.MakeRenderCommandEncoder(rpd)
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rce := d.cb.MakeRenderCommandEncoder(rpd)
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if d.dst.screen {
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if d.dst.screen && filter == graphics.FilterScreen {
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rce.SetRenderPipelineState(d.screenRPS)
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rce.SetRenderPipelineState(d.screenRPS)
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} else {
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} else {
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rce.SetRenderPipelineState(d.rpss[rpsKey{
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rce.SetRenderPipelineState(d.rpss[rpsKey{
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