multisampling in metal
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@@ -1,5 +1,7 @@
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#include "metal_commands.h"
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#include "shader_module/metal_shader_module.h"
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#include "renderpass/metal_render_pass.h"
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#include "utils/math/gryphn_math.h"
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void metelBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo passInfo) {
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int currentColorAttachment = 0;
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@@ -127,8 +129,9 @@ void metalBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t
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];
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} else if (uniform->uniform->bindings[i].type == GN_IMAGE_DESCRIPTOR) {
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gnImageUniformInfo info = *(gnImageUniformInfo*)uniform->uniform->bindings[i].data;
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[encoder setFragmentTexture:info.texture->texture->texture atIndex:
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buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->fragmentShaderMaps.sets[set].bindings[info.binding]];
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uint32_t index = buffer->commandBuffer->boundGraphcisPipeline->graphicsPipeline->fragmentShaderMaps.sets[set].bindings[info.binding];
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[encoder setFragmentTexture:info.texture->texture->texture atIndex:index];
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[encoder setFragmentSamplerState:info.texture->texture->sampler atIndex:index];
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}
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}
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}
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