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Reuse prepared shader bindings across draws and dispatches
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@@ -160,7 +160,7 @@ public:
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void DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer, uint64_t args_addr,
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uint32_t mode);
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[[nodiscard]] PreparedBindings PrepareBindings(const ShaderStageRuntime& runtime);
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void PrepareBindings(const ShaderStageRuntime& runtime, PreparedBindings& prepared);
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void FindBuffers(PreparedBindings& bindings);
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void RebindBuffers(PreparedBindings& bindings);
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void RebindImages(PreparedBindings& bindings);
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@@ -210,6 +210,8 @@ private:
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uint32_t group_y, uint32_t group_z, uint32_t mode);
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RenderContext& m_context;
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GraphicsBindings m_graphics_bindings;
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PreparedBindings m_compute_bindings;
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std::vector<ImageId> m_bound_images;
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std::vector<vk::DescriptorBufferInfo> m_descriptor_buffers;
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std::vector<vk::DescriptorImageInfo> m_descriptor_images;
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