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Reuse vertex shaders across equivalent vertex buffer layouts
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@@ -330,9 +330,6 @@ void CreatePipelineInternal(GraphicContext& graphics, PipelineCache::Pipeline& p
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}
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}
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EXIT_NOT_IMPLEMENTED(vs_input_info.resources[index].AddTid());
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EXIT_NOT_IMPLEMENTED(vs_input_info.resources[index].SwizzleEnabled());
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EXIT_IF(registers_num < 1 || registers_num > 4);
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}
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