Have to refactor basically the entire uniform buffer API
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@@ -271,8 +271,6 @@ void LightCullingPass::setupFrustums() {
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graphics->beginShaderCompilation(createInfo);
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frustumShader = graphics->createComputeShader({0});
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// Have to compile shader before finalizing layout as parameters get mapped later
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Metal::ComputeShader* shader = (Metal::ComputeShader*)(*frustumShader);
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std::cout << shader->getFunction()->newArgumentEncoder(1)->debugDescription()->cString(NS::ASCIIStringEncoding) << std::endl;
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frustumLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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