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vulkan: fix incorrect textures in shader uniforms
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@@ -289,8 +289,6 @@ public:
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void queueCleanUp(std::function<void()> cleanUp);
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void addReadbackCallback(std::function<void()> callback);
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void submitGpuCommands(bool present, void *screenshotCallbackData = nullptr);
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uint32_t getNumImagesInFlight() const;
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uint32_t getFrameIndex() const;
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const VkDeviceSize getMinUniformBufferOffsetAlignment() const;
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graphics::Texture *getDefaultTexture() const;
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VkSampler getCachedSampler(const SamplerState &sampler);
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@@ -349,8 +347,8 @@ private:
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void recreateSwapChain();
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void initDynamicState();
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void beginFrame();
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void startRecordingGraphicsCommands(bool newFrame);
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void endRecordingGraphicsCommands(bool present);
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void startRecordingGraphicsCommands();
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void endRecordingGraphicsCommands();
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void ensureGraphicsPipelineConfiguration(GraphicsPipelineConfiguration &configuration);
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bool usesConstantVertexColor(const VertexAttributes &attribs);
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void createVulkanVertexFormat(
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