Trying to get metal backend to run
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@@ -152,29 +152,7 @@ void DescriptorSet::updateSampler(const std::string& name, uint32 index, Gfx::PS
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});
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}
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void DescriptorSet::updateTexture(const std::string& name, uint32 index, Gfx::PTexture2D texture) {
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uint32 flattenedIndex = owner->getLayout()->variableMapping[name].index + index;
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PTextureBase tex = texture.cast<TextureBase>();
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textureWrites.add(TextureWriteInfo{
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.index = flattenedIndex,
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.texture = tex->getHandle(),
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.access = owner->getLayout()->variableMapping[name].access,
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});
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boundResources.add(tex->getHandle());
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}
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void DescriptorSet::updateTexture(const std::string& name, uint32 index, Gfx::PTexture3D texture) {
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uint32 flattenedIndex = owner->getLayout()->variableMapping[name].index + index;
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PTextureBase tex = texture.cast<TextureBase>();
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textureWrites.add(TextureWriteInfo{
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.index = flattenedIndex,
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.texture = tex->getHandle(),
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.access = owner->getLayout()->variableMapping[name].access,
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});
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boundResources.add(tex->getHandle());
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}
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void DescriptorSet::updateTexture(const std::string& name, uint32 index, Gfx::PTextureCube texture) {
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void DescriptorSet::updateTexture(const std::string& name, uint32 index, Gfx::PTexture texture) {
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uint32 flattenedIndex = owner->getLayout()->variableMapping[name].index + index;
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PTextureBase tex = texture.cast<TextureBase>();
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textureWrites.add(TextureWriteInfo{
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