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VideoBackends: Add AbstractShader and AbstractPipeline classes
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@ -566,7 +566,7 @@ void UtilityShaderDraw::BindDescriptors()
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if (m_vs_uniform_buffer.buffer != VK_NULL_HANDLE || m_ps_uniform_buffer.buffer != VK_NULL_HANDLE)
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{
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VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
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g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS));
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g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS));
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if (set == VK_NULL_HANDLE)
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PanicAlert("Failed to allocate descriptor set for utility draw");
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@ -595,7 +595,7 @@ void UtilityShaderDraw::BindDescriptors()
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&dummy_uniform_buffer,
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nullptr};
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bind_descriptor_sets[DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS] = set;
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bind_descriptor_sets[DESCRIPTOR_SET_LAYOUT_PER_STAGE_UNIFORM_BUFFERS] = set;
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}
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// PS samplers
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