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don't bind textures when framebuffer fetched
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6d1d739de5
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@ -1926,6 +1926,11 @@ void MetalRenderer::BindStageResources(MTL::RenderCommandEncoder* renderCommandE
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{
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{
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const auto relative_textureUnit = shader->resourceMapping.getTextureUnitFromBindingPoint(i);
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const auto relative_textureUnit = shader->resourceMapping.getTextureUnitFromBindingPoint(i);
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auto hostTextureUnit = relative_textureUnit;
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auto hostTextureUnit = relative_textureUnit;
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// Don't bind textures that are accessed with a framebuffer fetch
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if (shader->textureRenderTargetIndex[relative_textureUnit] != 255)
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continue;
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auto textureDim = shader->textureUnitDim[relative_textureUnit];
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auto textureDim = shader->textureUnitDim[relative_textureUnit];
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auto texUnitRegIndex = hostTextureUnit * 7;
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auto texUnitRegIndex = hostTextureUnit * 7;
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switch (shader->shaderType)
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switch (shader->shaderType)
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