fix(metal): configure stencil attachment in BeginRenderPass#101
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BeginRenderPass configured only the depth attachment, completely skipping rpDesc.stencilAttachment. On Apple Silicon TBDR GPUs with combined Depth32FloatStencil8 format, the stencil load action defaulted to MTLLoadActionDontCare, leaving stencil values undefined between frames and causing progressive rendering artifacts on Retina displays. Now configures stencilAttachment with texture, load/store actions, and clear value. Also adds explicit setClearDepth: call for depth attachment. Matches Rust wgpu-hal metal/command.rs:705-727 and aligns with the Vulkan and DX12 backends which already handle stencil correctly. Ref: gogpu/gg#171
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Summary
BeginRenderPass— only depth attachment was configured, stencil was completely skippedsetClearDepth:call for depth attachment (was relying on Metal's default)metal/command.rs:705-727and aligns with Vulkan/DX12 backends which already handle stencil correctlyProblem
On Apple Silicon TBDR GPUs with combined
Depth32FloatStencil8format, the missing stencil attachment leftMTLLoadActionDontCareas default. This caused undefined stencil values between frames and progressive rendering artifacts on macOS Retina displays.Ref: gogpu/gg#171
Test plan
go test ./...— 14 packages)golangci-lint run— 0 issues)go fmtclean