fix: retain correct Metal composite vertex buffer slot
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This commit is contained in:
tei
2026-10-14 10:16:14 +09:00
parent b0f34cc9a2
commit a9cea8b581
4 changed files with 177 additions and 1 deletions

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@@ -4,7 +4,7 @@
namespace mln::shaders {
using Source = ShaderSource<BuiltIn::RetainedUnderlayCompositeShader, gfx::Backend::Type::Metal>;
const std::array<AttributeInfo, 1> Source::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, 0, idRetainedUnderlayCompositePosVertexAttribute},
AttributeInfo{0, gfx::AttributeDataType::Short2, maxUBOCountPerShader + 0, idRetainedUnderlayCompositePosVertexAttribute},
};
const std::array<TextureInfo, 1> Source::textures = {
TextureInfo{0, idRetainedUnderlayCompositeTexture},