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metal: initial shader texture binding implementation.
rework metal shader compilation/parsing.
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@@ -183,7 +183,7 @@ private:
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id<MTLDepthStencilState> getCachedDepthStencilState(const DepthState &depth, const StencilState &stencil);
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void applyRenderState(id<MTLRenderCommandEncoder> renderEncoder, const VertexAttributes &attributes);
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void applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, Shader *shader);
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void applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, Shader *shader, Texture *maintex);
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id<MTLCommandQueue> commandQueue;
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