MetalDevice: Explicitly bind fragment resources
Fixes adaptive downsampling with Metal renderer.
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@ -638,7 +638,7 @@ std::unique_ptr<GPUShader> MetalDevice::CreateShaderFromSource(GPUShaderStage st
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return {};
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}
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std::optional<std::string> msl = SPIRVCompiler::CompileSPIRVToMSL(spirv.value());
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std::optional<std::string> msl = SPIRVCompiler::CompileSPIRVToMSL(stage, spirv.value());
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if (!msl.has_value())
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{
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Log_ErrorPrintf("Failed to compile SPIR-V to MSL.");
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