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metal: initial texel buffer Shader:send implementation
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@@ -121,7 +121,7 @@ void Shader::mapActiveUniforms()
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(gltype);
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u.textureType = getUniformTextureType(gltype);
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u.texelBufferType = getUniformTexelBufferType(gltype);
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u.dataBaseType = getUniformTexelBaseType(gltype);
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u.isDepthSampler = isDepthTextureType(gltype);
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if (u.baseType == UNIFORM_MATRIX)
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@@ -1106,7 +1106,7 @@ TextureType Shader::getUniformTextureType(GLenum type) const
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}
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}
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DataBaseType Shader::getUniformTexelBufferType(GLenum type) const
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DataBaseType Shader::getUniformTexelBaseType(GLenum type) const
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{
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switch (type)
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{
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