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VideoBackends:Vulkan: Allocate descriptor pools as needed
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@ -116,10 +116,10 @@ private:
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// If not, ends the render pass if it is a clear render pass.
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bool IsViewportWithinRenderArea() const;
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bool UpdateDescriptorSet();
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bool UpdateGXDescriptorSet();
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bool UpdateUtilityDescriptorSet();
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bool UpdateComputeDescriptorSet();
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void UpdateDescriptorSet();
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void UpdateGXDescriptorSet();
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void UpdateUtilityDescriptorSet();
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void UpdateComputeDescriptorSet();
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// Which bindings/state has to be updated before the next draw.
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u32 m_dirty_flags = 0;
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