MetalDevice: Explicitly bind fragment resources
Fixes adaptive downsampling with Metal renderer.
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@ -42,7 +42,7 @@ std::optional<SPIRVCodeVector> CompileShader(GPUShaderStage stage, std::string_v
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#ifdef __APPLE__
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// Converts a SPIR-V shader into MSL.
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std::optional<std::string> CompileSPIRVToMSL(std::span<const SPIRVCodeType> spv);
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std::optional<std::string> CompileSPIRVToMSL(GPUShaderStage stage, std::span<const SPIRVCodeType> spv);
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#endif
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