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Add debugname field to shader options table.
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@@ -100,7 +100,7 @@ public:
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Access access;
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};
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Shader(id<MTLDevice> device, StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM]);
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Shader(id<MTLDevice> device, StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM], const CompileOptions &options);
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virtual ~Shader();
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// Implements Shader.
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