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Core: Add dedicated BitField template
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@@ -612,7 +612,7 @@ void MDCommandBuffer::_render_clear_render_area() {
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bool shouldClearStencil = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, true));
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if (shouldClearDepth || shouldClearStencil) {
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MDAttachment const &attachment = pass.attachments[ds_index];
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BitField<RDD::TextureAspectBits> bits;
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BitField<RDD::TextureAspectBits> bits = {};
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if (shouldClearDepth && attachment.type & MDAttachmentType::Depth) {
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bits.set_flag(RDD::TEXTURE_ASPECT_DEPTH_BIT);
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}
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@@ -2524,7 +2524,7 @@ RDD::ShaderID RenderingDeviceDriverMetal::shader_create_from_bytecode(const Vect
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su.writable = uniform.writable;
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su.length = uniform.length;
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su.binding = uniform.binding;
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su.stages = uniform.stages;
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su.stages = (ShaderStage)(uint8_t)uniform.stages;
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uset.write[i] = su;
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UniformInfo ui;
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@@ -2590,7 +2590,7 @@ RDD::ShaderID RenderingDeviceDriverMetal::shader_create_from_bytecode(const Vect
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sc.type = c.type;
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sc.constant_id = c.constant_id;
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sc.int_value = c.int_value;
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sc.stages = c.stages;
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sc.stages = (ShaderStage)(uint8_t)c.stages;
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r_shader_desc.specialization_constants.write[i] = sc;
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}
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