Trying to get metal backend to run
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@@ -171,8 +171,9 @@ Gfx::OViewport Graphics::createViewport(Gfx::PWindow owner, const ViewportCreate
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return new Viewport(owner, viewportInfo);
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}
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Gfx::ORenderPass Graphics::createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, std::string name,
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Gfx::ORenderPass Graphics::createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, URect renderArea, std::string name,
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Array<uint32> viewMasks, Array<uint32> correlationMasks) {
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// todo: re-introduce render area to renderpass
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return new RenderPass(this, std::move(layout), std::move(dependencies), name, std::move(viewMasks), std::move(correlationMasks));
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}
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void Graphics::beginRenderPass(Gfx::PRenderPass renderPass) {
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@@ -34,7 +34,7 @@ class Graphics : public Gfx::Graphics {
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virtual Gfx::OWindow createWindow(const WindowCreateInfo& createInfo) override;
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virtual Gfx::OViewport createViewport(Gfx::PWindow owner, const ViewportCreateInfo& createInfo) override;
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virtual Gfx::ORenderPass createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, std::string name,
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virtual Gfx::ORenderPass createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, URect renderArea, std::string name,
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Array<uint32> viewMasks, Array<uint32> correlationMasks) override;
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virtual void beginRenderPass(Gfx::PRenderPass renderPass) override;
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virtual void endRenderPass() override;
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