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VideoBackends: Add Metal renderer
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@ -641,8 +641,8 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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base_vertex, 0);
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}
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void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y,
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u32 groups_z)
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void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
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u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
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{
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StateTracker::GetInstance()->SetComputeShader(static_cast<const VKShader*>(shader));
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if (StateTracker::GetInstance()->BindCompute())
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