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metal: more work on shader texture bindings
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@@ -143,6 +143,12 @@ love::graphics::Graphics *createInstance()
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return instance;
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}
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struct DefaultVertexAttributes
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{
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float floats[4];
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int ints[4];
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};
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Graphics *Graphics::graphicsInstance = nullptr;
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Graphics::Graphics()
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@@ -172,10 +178,20 @@ Graphics::Graphics()
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uniformBuffer = CreateStreamBuffer(device, BUFFERTYPE_UNIFORM, 1024 * 1024 * 1);
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float defaultAttributes[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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Buffer::Settings attribsettings(Buffer::TYPEFLAG_VERTEX, 0, BUFFERUSAGE_STATIC);
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std::vector<Buffer::DataDeclaration> dataformat = {{"Default", DATAFORMAT_FLOAT_VEC4, 0}};
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defaultAttributesBuffer = newBuffer(attribsettings, dataformat, defaultAttributes, sizeof(float) * 4, 0);
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{
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std::vector<Buffer::DataDeclaration> dataformat = {
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{"floats", DATAFORMAT_FLOAT_VEC4, 0},
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{"ints", DATAFORMAT_INT32_VEC4, 0},
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};
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DefaultVertexAttributes defaults = {
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{0.0f, 0.0f, 0.0f, 1.0f},
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{0, 0, 0, 1},
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};
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Buffer::Settings attribsettings(Buffer::TYPEFLAG_VERTEX, 0, BUFFERUSAGE_STATIC);
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defaultAttributesBuffer = newBuffer(attribsettings, dataformat, &defaults, sizeof(DefaultVertexAttributes), 0);
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}
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uint8 defaultpixel[] = {255, 255, 255, 255};
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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