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Fix tessellation pipeline handling for Metal
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@ -1818,11 +1818,17 @@ MetalDataFactory::Context::newShaderPipeline(ObjToken<IShaderStage> vertex, ObjT
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MetalShaderPipeline* ret;
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MetalShaderPipeline* ret;
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if (evaluation)
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if (evaluation)
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{
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ret = new MetalTessellationShaderPipeline(m_data);
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ret = new MetalTessellationShaderPipeline(m_data);
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ret->setup(factory.m_ctx, additionalInfo.depthAttachment ? factory.m_ctx->m_sampleCount : 1,
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evaluation, fragment, control, vtxFmt, additionalInfo);
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}
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else
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else
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{
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ret = new MetalShaderPipeline(m_data);
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ret = new MetalShaderPipeline(m_data);
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ret->setup(factory.m_ctx, additionalInfo.depthAttachment ? factory.m_ctx->m_sampleCount : 1,
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ret->setup(factory.m_ctx, additionalInfo.depthAttachment ? factory.m_ctx->m_sampleCount : 1,
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vertex, fragment, evaluation, vtxFmt, additionalInfo);
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vertex, fragment, {}, vtxFmt, additionalInfo);
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}
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return {ret};
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return {ret};
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}
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}
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}
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}
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