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renderer: share graphics resource preparation across shader stages
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@@ -176,9 +176,7 @@ private:
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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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[[nodiscard]] GraphicsBindings PrepareGraphicsBindings(const ShaderStageRuntime& vertex,
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const ShaderStageRuntime& pixel,
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bool pixel_active);
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void PrepareGraphicsBindings(std::span<PreparedBindings* const> stages);
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void ResolveRenderColorTarget(CommandBuffer& buffer, RenderColorInfo& target,
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uint32_t render_target_slice_offset, uint32_t render_target_slot,
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bool ignore_target_mask = false, bool exact_format = false);
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