Fixes metal texture/buffer binding issue (#3214)
Fixes metal texture/buffer binding when when the same resource is bound to both (vertex and fragment) stages https://github.com/bkaradzic/bgfx/issues/3024
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@ -2049,7 +2049,7 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
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else
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else
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{
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{
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ps->m_bindingTypes[arg.index-1] = fragmentBit
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ps->m_bindingTypes[arg.index-1] |= fragmentBit
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? PipelineStateMtl::BindToFragmentShader
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? PipelineStateMtl::BindToFragmentShader
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: PipelineStateMtl::BindToVertexShader
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: PipelineStateMtl::BindToVertexShader
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;
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;
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@ -2067,7 +2067,7 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
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}
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}
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else
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else
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{
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{
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ps->m_bindingTypes[arg.index] = fragmentBit
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ps->m_bindingTypes[arg.index] |= fragmentBit
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? PipelineStateMtl::BindToFragmentShader
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? PipelineStateMtl::BindToFragmentShader
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: PipelineStateMtl::BindToVertexShader
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: PipelineStateMtl::BindToVertexShader
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;
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;
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