mirror of https://github.com/PCSX2/pcsx2.git
GS:MTL: Test and sample depth should be supported
Untested, but we restart the render pass if it's detected, which should be accurate, even if it's not the most efficient.
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@ -736,7 +736,7 @@ bool GSDeviceMTL::Create()
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m_features.clip_control = true;
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m_features.stencil_buffer = true;
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m_features.cas_sharpening = true;
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m_features.test_and_sample_depth = false;
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m_features.test_and_sample_depth = true;
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try
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{
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