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53d096e392
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace |
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.. | ||
DrawParametersReplace.cs | ||
ForcePreciseEnable.cs | ||
GeometryToCompute.cs | ||
ITransformPass.cs | ||
SharedAtomicSignedCas.cs | ||
SharedStoreSmallIntCas.cs | ||
ShufflePass.cs | ||
TexturePass.cs | ||
TransformPasses.cs | ||
VectorComponentSelect.cs | ||
VertexToCompute.cs |