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metal: work on storage buffers
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@@ -964,6 +964,16 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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if (sampindex != LOVE_UINT8_MAX)
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setSampler(renderEncoder, bindings, ShaderStage::STAGE_PIXEL, sampindex, sampler);
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}
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for (const Shader::BufferBinding &b : s->getBufferBindings())
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{
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uint8 index = b.stages[ShaderStage::STAGE_VERTEX];
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if (index != LOVE_UINT8_MAX)
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setBuffer(renderEncoder, bindings, ShaderStage::STAGE_VERTEX, index, b.buffer, 0);
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index = b.stages[ShaderStage::STAGE_PIXEL];
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if (index != LOVE_UINT8_MAX)
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setBuffer(renderEncoder, bindings, ShaderStage::STAGE_PIXEL, index, b.buffer, 0);
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}
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}
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static void setVertexBuffers(id<MTLRenderCommandEncoder> encoder, const BufferBindings *buffers, Graphics::RenderEncoderBindings &bindings)
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