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https://github.com/love2d/love.git
synced 2026-08-19 12:14:20 +02:00
metal: fix texture sampler changes not affecting draws using shaders.
This commit is contained in:
@@ -210,13 +210,14 @@ static inline void setTexture(id<MTLComputeCommandEncoder> encoder, Graphics::Re
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static inline void setSampler(id<MTLRenderCommandEncoder> encoder, Graphics::RenderEncoderBindings &bindings, ShaderStageType stage, int index, id<MTLSamplerState> sampler)
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static inline void setSampler(id<MTLRenderCommandEncoder> encoder, Graphics::RenderEncoderBindings &bindings, ShaderStageType stage, int index, love::graphics::Texture *samplertex)
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{
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{
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void *s = (__bridge void *)sampler;
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void *s = samplertex != nullptr ? (void *)samplertex->getSamplerHandle() : nullptr;
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auto &binding = bindings.samplers[index][stage];
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auto &binding = bindings.samplers[index][stage];
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if (binding != s)
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if (binding != s)
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{
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{
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binding = s;
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binding = s;
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id<MTLSamplerState> sampler = (__bridge id<MTLSamplerState>) s;
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if (stage == SHADERSTAGE_VERTEX)
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if (stage == SHADERSTAGE_VERTEX)
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[encoder setVertexSamplerState:sampler atIndex:index];
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[encoder setVertexSamplerState:sampler atIndex:index];
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else if (stage == SHADERSTAGE_PIXEL)
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else if (stage == SHADERSTAGE_PIXEL)
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@@ -224,13 +225,14 @@ static inline void setSampler(id<MTLRenderCommandEncoder> encoder, Graphics::Ren
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}
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}
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}
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}
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static inline void setSampler(id<MTLComputeCommandEncoder> encoder, Graphics::RenderEncoderBindings &bindings, int index, id<MTLSamplerState> sampler)
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static inline void setSampler(id<MTLComputeCommandEncoder> encoder, Graphics::RenderEncoderBindings &bindings, int index, love::graphics::Texture *samplertex)
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{
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{
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void *s = (__bridge void *)sampler;
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void *s = samplertex != nullptr ? (void *)samplertex->getSamplerHandle() : nullptr;
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auto &binding = bindings.samplers[index][SHADERSTAGE_COMPUTE];
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auto &binding = bindings.samplers[index][SHADERSTAGE_COMPUTE];
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if (binding != s)
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if (binding != s)
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{
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{
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binding = s;
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binding = s;
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id<MTLSamplerState> sampler = (__bridge id<MTLSamplerState>) s;
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[encoder setSamplerState:sampler atIndex:index];
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[encoder setSamplerState:sampler atIndex:index];
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}
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}
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}
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}
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@@ -777,6 +779,7 @@ id<MTLSamplerState> Graphics::getCachedSampler(const SamplerState &s)
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desc.lodMinClamp = s.minLod;
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desc.lodMinClamp = s.minLod;
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desc.lodMaxClamp = s.maxLod;
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desc.lodMaxClamp = s.maxLod;
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// TODO: This isn't supported on some older iOS devices...
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if (s.depthSampleMode.hasValue)
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if (s.depthSampleMode.hasValue)
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desc.compareFunction = getMTLCompareFunction(s.depthSampleMode.value);
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desc.compareFunction = getMTLCompareFunction(s.depthSampleMode.value);
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@@ -984,7 +987,7 @@ void Graphics::applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::g
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for (const Shader::TextureBinding &b : s->getTextureBindings())
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for (const Shader::TextureBinding &b : s->getTextureBindings())
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{
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{
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id<MTLTexture> texture = b.texture;
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id<MTLTexture> texture = b.texture;
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id<MTLSamplerState> sampler = b.sampler;
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auto samplertex = b.samplerTexture;
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uint8 texindex = b.textureStages[SHADERSTAGE_COMPUTE];
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uint8 texindex = b.textureStages[SHADERSTAGE_COMPUTE];
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uint8 sampindex = b.samplerStages[SHADERSTAGE_COMPUTE];
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uint8 sampindex = b.samplerStages[SHADERSTAGE_COMPUTE];
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@@ -992,7 +995,7 @@ void Graphics::applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::g
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if (texindex != LOVE_UINT8_MAX)
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if (texindex != LOVE_UINT8_MAX)
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setTexture(encoder, bindings, texindex, texture);
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setTexture(encoder, bindings, texindex, texture);
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if (sampindex != LOVE_UINT8_MAX)
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if (sampindex != LOVE_UINT8_MAX)
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setSampler(encoder, bindings, sampindex, sampler);
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setSampler(encoder, bindings, sampindex, samplertex);
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}
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}
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for (const Shader::BufferBinding &b : s->getBufferBindings())
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for (const Shader::BufferBinding &b : s->getBufferBindings())
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@@ -1078,7 +1081,7 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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for (const Shader::TextureBinding &b : s->getTextureBindings())
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for (const Shader::TextureBinding &b : s->getTextureBindings())
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{
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{
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id<MTLTexture> texture = b.texture;
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id<MTLTexture> texture = b.texture;
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id<MTLSamplerState> sampler = b.sampler;
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auto samplertex = b.samplerTexture;
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if (b.isMainTexture)
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if (b.isMainTexture)
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{
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{
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@@ -1090,7 +1093,7 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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}
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}
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texture = getMTLTexture(maintex);
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texture = getMTLTexture(maintex);
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sampler = getMTLSampler(maintex);
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samplertex = maintex;
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}
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}
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uint8 texindex = b.textureStages[SHADERSTAGE_VERTEX];
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uint8 texindex = b.textureStages[SHADERSTAGE_VERTEX];
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@@ -1099,7 +1102,7 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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if (texindex != LOVE_UINT8_MAX)
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if (texindex != LOVE_UINT8_MAX)
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setTexture(renderEncoder, bindings, SHADERSTAGE_VERTEX, texindex, texture);
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setTexture(renderEncoder, bindings, SHADERSTAGE_VERTEX, texindex, texture);
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if (sampindex != LOVE_UINT8_MAX)
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if (sampindex != LOVE_UINT8_MAX)
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setSampler(renderEncoder, bindings, SHADERSTAGE_VERTEX, sampindex, sampler);
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setSampler(renderEncoder, bindings, SHADERSTAGE_VERTEX, sampindex, samplertex);
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texindex = b.textureStages[SHADERSTAGE_PIXEL];
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texindex = b.textureStages[SHADERSTAGE_PIXEL];
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sampindex = b.samplerStages[SHADERSTAGE_PIXEL];
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sampindex = b.samplerStages[SHADERSTAGE_PIXEL];
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@@ -1107,7 +1110,7 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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if (texindex != LOVE_UINT8_MAX)
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if (texindex != LOVE_UINT8_MAX)
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setTexture(renderEncoder, bindings, SHADERSTAGE_PIXEL, texindex, texture);
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setTexture(renderEncoder, bindings, SHADERSTAGE_PIXEL, texindex, texture);
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if (sampindex != LOVE_UINT8_MAX)
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if (sampindex != LOVE_UINT8_MAX)
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setSampler(renderEncoder, bindings, SHADERSTAGE_PIXEL, sampindex, sampler);
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setSampler(renderEncoder, bindings, SHADERSTAGE_PIXEL, sampindex, samplertex);
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}
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}
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for (const Shader::BufferBinding &b : s->getBufferBindings())
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for (const Shader::BufferBinding &b : s->getBufferBindings())
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@@ -81,7 +81,9 @@ public:
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struct TextureBinding
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struct TextureBinding
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{
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{
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id<MTLTexture> texture;
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id<MTLTexture> texture;
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id<MTLSamplerState> sampler;
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// Indirect sampler ref in case Texture's sampler state changes.
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Texture *samplerTexture;
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bool isMainTexture;
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bool isMainTexture;
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@@ -768,7 +768,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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else
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else
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{
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{
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b.texture = getMTLTexture(u.textures[i]);
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b.texture = getMTLTexture(u.textures[i]);
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b.sampler = getMTLSampler(u.textures[i]);
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b.samplerTexture = u.textures[i];
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BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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if (getConstant(u.name.c_str(), builtin) && builtin == BUILTIN_TEXTURE_MAIN)
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if (getConstant(u.name.c_str(), builtin) && builtin == BUILTIN_TEXTURE_MAIN)
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@@ -969,9 +969,8 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
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info->textures[i] = tex;
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info->textures[i] = tex;
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// TODO: handle changing a sampler after Shader:send(texture)...
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textureBindings[info->ints[i]].texture = getMTLTexture(tex);
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textureBindings[info->ints[i]].texture = getMTLTexture(tex);
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textureBindings[info->ints[i]].sampler = getMTLSampler(tex);
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textureBindings[info->ints[i]].samplerTexture = tex;
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}
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}
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}}
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}}
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