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graphics: unify buffer bindings and depth target handling
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@@ -995,6 +995,8 @@ static void ShaderAppendNativeSpecialization(std::vector<uint32_t>&
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ids.push_back(program.bindings.descriptor_set);
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ids.push_back(program.bindings.push_constant_offset);
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ids.push_back(program.bindings.push_constant_size);
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ids.push_back(program.bindings.buffer_offset_dword);
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ids.push_back(program.bindings.buffer_offset_count);
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ids.push_back(static_cast<uint32_t>(program.bindings.user_data_registers.size()));
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ids.insert(ids.end(), program.bindings.user_data_registers.begin(),
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program.bindings.user_data_registers.end());
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