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metal: work towards shader uniform implementation.
Misc cleanup.
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@@ -76,10 +76,10 @@ public:
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int getVertexAttributeIndex(const std::string &name) override;
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const UniformInfo *getUniformInfo(const std::string &name) const override;
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const UniformInfo *getUniformInfo(BuiltinUniform builtin) const override;
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void updateUniform(const UniformInfo *info, int count) override {}
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void sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count) override {}
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void sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count) override {}
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bool hasUniform(const std::string &name) const override { return false; }
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void updateUniform(const UniformInfo *info, int count) override;
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void sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count) override;
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void sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count) override;
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bool hasUniform(const std::string &name) const override;
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ptrdiff_t getHandle() const override { return 0; }
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void setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture) override {}
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@@ -89,6 +89,7 @@ public:
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uint8 *getLocalUniformBufferData() { return localUniformBufferData; }
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size_t getLocalUniformBufferSize() const { return localUniformBufferSize; }
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size_t getBuiltinUniformDataOffset() const { return builtinUniformDataOffset; }
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private:
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@@ -107,6 +108,7 @@ private:
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uint8 *localUniformBufferData;
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size_t localUniformBufferSize;
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size_t builtinUniformDataOffset;
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std::map<std::string, int> attributes;
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