Trying to fix metal shader compilation
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@@ -74,10 +74,10 @@ void SkyboxRenderPass::endFrame()
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void SkyboxRenderPass::publishOutputs()
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{
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skyboxDataLayout = graphics->createDescriptorLayout("SkyboxDescLayout");
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skyboxDataLayout = graphics->createDescriptorLayout("pSkyboxData");
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skyboxDataLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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skyboxDataLayout->create();
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textureLayout = graphics->createDescriptorLayout();
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textureLayout = graphics->createDescriptorLayout("pSkyboxTextures");
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textureLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
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textureLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
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textureLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
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@@ -122,10 +122,10 @@ void SkyboxRenderPass::createRenderPass()
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createInfo.entryPoint = "fragmentMain";
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fragmentShader = graphics->createFragmentShader(createInfo);
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Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(0, viewParamsLayout);
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pipelineLayout->addDescriptorLayout(1, skyboxDataLayout);
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pipelineLayout->addDescriptorLayout(2, textureLayout);
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pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(viewParamsLayout);
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pipelineLayout->addDescriptorLayout(skyboxDataLayout);
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pipelineLayout->addDescriptorLayout(textureLayout);
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pipelineLayout->create();
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Gfx::LegacyPipelineCreateInfo gfxInfo;
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@@ -133,7 +133,7 @@ void SkyboxRenderPass::createRenderPass()
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gfxInfo.fragmentShader = fragmentShader;
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gfxInfo.rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_FILL;
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gfxInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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gfxInfo.pipelineLayout = std::move(pipelineLayout);
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gfxInfo.pipelineLayout = pipelineLayout;
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gfxInfo.renderPass = renderPass;
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gfxInfo.multisampleState.samples = viewport->getSamples();
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pipeline = graphics->createGraphicsPipeline(std::move(gfxInfo));
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