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shader: rework resource specialization and optimize pipeline caching
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@@ -5,7 +5,7 @@
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namespace Libs::Graphics::ShaderRecompiler::IR {
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void AllocateBindings(Program& program, uint32_t push_constant_offset);
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void AllocateBindings(Program& program, uint32_t push_data_start_dword = 0);
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const DescriptorBinding* FindBinding(const BindingLayout& layout, DescriptorBindingKind kind);
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