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internal/graphicsdriver/metal: bug fix: compilation failure
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@ -468,7 +468,7 @@ func prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, src
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return uniforms
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return uniforms
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}
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}
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// Confirm the concrete value of graphics.PreservedUniformUint32Count.
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// Confirm the concrete value of graphics.PreservedUniformDwordCount.
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var _ [0]struct{} = [graphics.PreservedUniformDwordCount - 46]struct{}{}
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var _ [0]struct{} = [graphics.PreservedUniformDwordCount - 46]struct{}{}
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type commandQueuePool struct {
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type commandQueuePool struct {
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@ -882,7 +882,7 @@ func adjustUniformVariablesLayout(uniformTypes []shaderir.Type, uniforms []uint3
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var idx int
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var idx int
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for i, typ := range uniformTypes {
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for i, typ := range uniformTypes {
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n := typ.Uint32Count()
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n := typ.DwordCount()
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switch typ.Main {
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switch typ.Main {
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case shaderir.Float, shaderir.Int:
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case shaderir.Float, shaderir.Int:
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values = append(values, uniforms[idx:idx+n]...)
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values = append(values, uniforms[idx:idx+n]...)
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