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metal: fix structs in uniforms.
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@@ -233,7 +233,6 @@ void Texture::readbackImageData(love::image::ImageData *imagedata, int slice, in
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options:MTLResourceStorageModeShared];
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MTLBlitOption options = MTLBlitOptionNone;
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if (isPixelFormatDepthStencil(format))
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options = MTLBlitOptionDepthFromDepthStencil;
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@@ -272,7 +271,6 @@ void Texture::copyFromBuffer(love::graphics::Buffer *source, size_t sourceoffset
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int z = texType == TEXTURE_VOLUME ? slice : 0;
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MTLBlitOption options = MTLBlitOptionNone;
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if (isPixelFormatDepthStencil(format))
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options = MTLBlitOptionDepthFromDepthStencil;
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@@ -302,7 +300,6 @@ void Texture::copyToBuffer(love::graphics::Buffer *dest, int slice, int mipmap,
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int z = texType == TEXTURE_VOLUME ? slice : 0;
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MTLBlitOption options = MTLBlitOptionNone;
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if (isPixelFormatDepthStencil(format))
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options = MTLBlitOptionDepthFromDepthStencil;
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