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Improve Windows vulkan draw performance by reducing the size of a struct.
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@@ -948,7 +948,7 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
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const auto &attrib = attributes.attribs[i];
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int metalBufferIndex = firstVertexBufferBinding + attrib.bufferIndex;
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vertdesc.attributes[i].format = getMTLVertexFormat(attrib.format);
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vertdesc.attributes[i].format = getMTLVertexFormat(attrib.getFormat());
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vertdesc.attributes[i].offset = attrib.offsetFromVertex;
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vertdesc.attributes[i].bufferIndex = metalBufferIndex;
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