actually get uniforms to work (with my test case)
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@@ -19,6 +19,7 @@ gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnS
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mtlShader shader = mtlCompileShader(shaderModuleInfo.code, shaderModuleInfo.size / 4, &options);
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const char* res = shader.code;
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if (res == NULL) return GN_FAILED_TO_CONVERT_SHADER_CODE;
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printf("res: %s\n", res);
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NSError* error = nil;
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MTLCompileOptions* mtloptions = nil;
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@@ -29,6 +30,8 @@ gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnS
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gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
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.message = gnCombineStrings(gnCreateString("Failed to compile metal library "), errorString)
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});
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[shaderLib release];
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free((void*)res);
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return GN_FAILED_TO_CREATE_SHADER_MODULE;
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}
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@@ -48,7 +51,7 @@ gnReturnCode createMetalShaderModule(gnShaderModule module, gnDevice device, gnS
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module->shaderModule->function = [shaderLib newFunctionWithName:functionName];
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[shaderLib release];
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free((void*)res);
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if (options.stage == vertex) free((void*)res);
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module->shaderModule->shaderMap = shader.map;
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return GN_SUCCESS;
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}
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