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vulkan: add support for uniform texture arrays
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@@ -122,7 +122,7 @@ struct GraphicsPipelineConfiguration
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{
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VkRenderPass renderPass;
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VertexAttributes vertexAttributes;
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Shader* shader = nullptr;
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Shader *shader = nullptr;
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bool wireFrame;
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BlendState blendState;
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ColorChannelMask colorChannelMask;
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@@ -168,10 +168,10 @@ struct SamplerStateHasher
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struct BatchedDrawBuffers
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{
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StreamBuffer* vertexBuffer1;
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StreamBuffer* vertexBuffer2;
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StreamBuffer* indexBuffer;
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StreamBuffer* constantColorBuffer;
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StreamBuffer *vertexBuffer1;
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StreamBuffer *vertexBuffer2;
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StreamBuffer *indexBuffer;
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StreamBuffer *constantColorBuffer;
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~BatchedDrawBuffers()
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{
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@@ -231,7 +231,6 @@ public:
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const char *getName() const override;
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const VkDevice getDevice() const;
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const VkPhysicalDevice getPhysicalDevice() const;
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const VmaAllocator getVmaAllocator() const;
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// implementation for virtual functions
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@@ -282,14 +281,11 @@ public:
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const VkDeviceSize getMinUniformBufferOffsetAlignment() const;
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graphics::Texture *getDefaultTexture() const;
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VkSampler getCachedSampler(const SamplerState&);
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VkSampler getCachedSampler(const SamplerState &);
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void setComputeShader(Shader*);
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void setComputeShader(Shader *);
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std::set<Shader*> &getUsedShadersInFrame();
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const OptionalDeviceFeatures &getOptionalDeviceFeatures() const;
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const OptionalDeviceExtensionFunctions &getExtensionFunctions() const;
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graphics::Shader::BuiltinUniformData getCurrentBuiltinUniformData();
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protected:
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