Trying to fix metal shader compilation
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@@ -48,7 +48,6 @@ public:
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virtual void updateSampler(uint32_t binding, Gfx::PSampler samplerState);
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virtual void updateTexture(uint32_t binding, Gfx::PTexture texture, Gfx::PSampler sampler = nullptr);
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virtual void updateTextureArray(uint32_t binding, Array<Gfx::PTexture> texture);
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virtual bool operator<(Gfx::PDescriptorSet other);
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constexpr bool isCurrentlyBound() const { return bindCount > 0; }
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constexpr bool isCurrentlyInUse() const { return currentlyInUse; }
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@@ -58,12 +57,14 @@ public:
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constexpr void free() { currentlyInUse = false; }
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constexpr MTL::Buffer* getBuffer() const { return buffer; }
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constexpr const Array<MTL::Resource*>& getBoundResources() const { return boundResources; }
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private:
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PGraphics graphics;
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PDescriptorPool owner;
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MTL::Buffer* buffer;
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MTL::ArgumentEncoder* encoder;
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Array<MTL::Resource*> boundResources;
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uint32 bindCount;
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bool currentlyInUse;
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};
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@@ -80,4 +81,4 @@ private:
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};
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DEFINE_REF(PipelineLayout)
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} // namespace Metal
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} // namespace Seele
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} // namespace Seele
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