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metal: initial barebones texture reflection in shaders
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@@ -67,7 +67,7 @@ public:
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}
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};
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Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel);
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Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel);
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virtual ~Shader();
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// Implements Shader.
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@@ -86,6 +86,9 @@ public:
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static int getUniformBufferBinding();
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uint8 *getLocalUniformBufferData() { return localUniformBufferData; }
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size_t getLocalUniformBufferSize() const { return localUniformBufferSize; }
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private:
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struct RenderPipelineHasher
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@@ -101,6 +104,9 @@ private:
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UniformInfo *builtinUniformInfo[BUILTIN_MAX_ENUM];
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std::map<std::string, UniformInfo> uniforms;
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uint8 *localUniformBufferData;
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size_t localUniformBufferSize;
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std::map<std::string, int> attributes;
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std::unordered_map<RenderPipelineKey, const void *, RenderPipelineHasher> cachedRenderPipelines;
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