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Metal: Use p_set_index when binding uniforms, to use correct data
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2 changed files with 5 additions and 5 deletions
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@ -800,7 +800,7 @@ public:
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void bind_uniforms(MDShader *p_shader, MDCommandBuffer::RenderState &p_state, uint32_t p_set_index);
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void bind_uniforms(MDShader *p_shader, MDCommandBuffer::ComputeState &p_state, uint32_t p_set_index);
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BoundUniformSet &bound_uniform_set(MDShader *p_shader, id<MTLDevice> p_device, ResourceUsageMap &p_resource_usage);
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BoundUniformSet &bound_uniform_set(MDShader *p_shader, id<MTLDevice> p_device, ResourceUsageMap &p_resource_usage, uint32_t p_set_index);
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};
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class API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) MDPipeline {
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