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vulkan: improve handling of vertex attribute bindings.
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@@ -366,7 +366,8 @@ private:
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void endRecordingGraphicsCommands();
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void ensureGraphicsPipelineConfiguration(GraphicsPipelineConfiguration &configuration);
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void createVulkanVertexFormat(
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VertexAttributes vertexAttributes,
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Shader *shader,
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const VertexAttributes &attributes,
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std::vector<VkVertexInputBindingDescription> &bindingDescriptions,
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std::vector<VkVertexInputAttributeDescription> &attributeDescriptions);
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void prepareDraw(
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@@ -430,8 +431,7 @@ private:
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bool swapChainRecreationRequested = false;
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bool transitionColorDepthLayouts = false;
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VmaAllocator vmaAllocator = VK_NULL_HANDLE;
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StrongRef<love::graphics::Buffer> defaultConstantColor;
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StrongRef<love::graphics::Buffer> defaultConstantTexCoord;
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StrongRef<love::graphics::Buffer> defaultVertexBuffer;
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StrongRef<StreamBuffer> localUniformBuffer;
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// functions that need to be called to cleanup objects that were needed for rendering a frame.
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// We need a vector for each frame in flight.
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