It seems I have to call RenderCommandEncoder.setFragmentTexture on every single render pass, even if I will always bind the same texture to index 0. Why does every render pass need to perform the bindings from scratch?
Why can't I bind an asset once in metal?
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Because that's the way Apple designed it. The texture tables (one for the vertex shader and one for the fragment shader) are part of the render command encoder. You create a new render command encoder for each render pass. So, you have to reassign the texture table entries as desired. Is that really such a big deal?