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vk: Fix up binding layouts for some broken shaders
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2 changed files with 7 additions and 2 deletions
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@ -14,8 +14,8 @@ R"(
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#define SAMPLER_MODE_TEXTURE2D 3
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#ifdef VULKAN
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layout(set=0, binding=1) uniform sampler2D fs0;
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layout(set=0, binding=2) uniform sampler2DArray fs1;
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layout(set=0, binding=0) uniform sampler2D fs0;
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layout(set=0, binding=1) uniform sampler2DArray fs1;
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#else
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layout(binding=31) uniform sampler2D fs0;
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layout(binding=30) uniform sampler2DArray fs1;
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@ -310,6 +310,7 @@ namespace vk
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// 2 input textures
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m_num_usable_samplers = 2;
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m_num_uniform_buffers = 0;
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renderpass_config.set_attachment_count(1);
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renderpass_config.set_color_mask(0, true, true, true, true);
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@ -807,6 +808,9 @@ namespace vk
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"{\n"
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" out_color = vec4(0.);\n"
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"}\n";
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m_num_uniform_buffers = 0;
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m_num_usable_samplers = 0;
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}
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void stencil_clear_pass::set_up_viewport(vk::command_buffer& cmd, u32 x, u32 y, u32 w, u32 h)
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@ -865,6 +869,7 @@ namespace vk
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renderpass_config.set_attachment_count(1);
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m_num_usable_samplers = 2;
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m_num_uniform_buffers = 0;
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}
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std::vector<vk::glsl::program_input> video_out_calibration_pass::get_fragment_inputs()
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