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shader: share finite descriptor planning with GPU-selected inline samplers
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@@ -161,6 +161,7 @@ struct SamplerResource {
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uint32_t first_use_pc = 0;
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// Native filtering/border variants share the original sampler's runtime descriptor.
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uint32_t snapshot_index = 0;
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std::vector<uint32_t> indirect_resources;
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bool force_point_filtering = false;
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bool depth_compare = false;
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bool integer_border = false;
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