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graphics: keep bounded image heaps resident in a bindless descriptor set
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@@ -171,6 +171,8 @@ public:
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void CommitBindings(CommandBuffer& buffer, vk::PipelineBindPoint pipeline_bind_point,
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const PipelineCache::Pipeline& pipeline,
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std::span<PreparedBindings* const> bindings);
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[[nodiscard]] TextureBinding ResolveTexture(const ShaderRecompiler::IR::ImageResource& resource,
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const ShaderRecompiler::IR::DescriptorValue& value);
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private:
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// False, with nothing drawn, when the draw's indirect records need CPU counts.
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@@ -182,8 +184,6 @@ private:
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std::optional<PreparedBindings> pixel;
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};
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[[nodiscard]] TextureBinding ResolveTexture(const ShaderRecompiler::IR::ImageResource& resource,
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const ShaderRecompiler::IR::DescriptorValue& value);
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void PrepareGraphicsBindings(std::span<PreparedBindings* const> stages,
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std::span<RenderColorInfo> colors);
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void ResolveRenderColorTarget(CommandBuffer& buffer, RenderColorInfo& target,
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