In Metal textures are not global properties like OpenGL.
      Hence the existing optimization of BaseShaderContext.setTexture could not be used in Metal. Though, it could be optimized by adding a check that, if a texture is encoded into argument buffer of a MTLShader for a uniform, then we could avoid encoding same texture again for the same variable.

            arapte Ambarish Rapte
            arapte Ambarish Rapte
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