start texture binding
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@@ -11,7 +11,6 @@ void updateMetalBufferUniform(gnUniform uniform, gnBufferUniformInfo* info) {
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}
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}
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void updateMetalImageUniform(gnUniform uniform, gnImageUniformInfo* info) {
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for (int i = 0; i < uniform->uniform->bindingCount; i++) {
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if (uniform->uniform->bindings[i].binding == info->binding) {
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@@ -11,6 +11,7 @@ gnUniform* allocateMetalUniforms(gnUniformPool pool, const gnUniformAllocationIn
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for (int i = 0; i < allocInfo.setCount; i++) {
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uniforms[i] = malloc(sizeof(struct gnUniform_t));
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uniforms[i]->uniform = malloc(sizeof(gnPlatformUniform));
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uniforms[i]->uniform->bindingCount = allocInfo.sets[i].uniformBindingCount;
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uniforms[i]->uniform->bindings = malloc(sizeof(metalUniformBinding) * allocInfo.sets[i].uniformBindingCount);
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for (int c = 0; c < allocInfo.sets[i].uniformBindingCount; c++) {
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uniforms[i]->uniform->bindings[c].type = allocInfo.sets[i].uniformBindings[c].type;
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