In OpenGL, we can disable the depth test and only update the depth buffer in the following ways:
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_DEPTH_TEST)
means all the fragments will "always pass".
glDepthMask(GL_TRUE)
means the depth buffer will be updated with the fragments depth value, whatever value it previously had.
In Metal, how to set it correctly?