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shader: rework resource specialization and optimize pipeline caching
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@@ -190,8 +190,6 @@ private:
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std::vector<vk::DescriptorImageInfo> m_descriptor_images;
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std::vector<vk::WriteDescriptorSet> m_descriptor_writes;
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std::vector<uint32_t> m_image_occurrences;
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std::array<uint32_t, ShaderRecompiler::IR::NativePushConstantSize / sizeof(uint32_t)>
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m_push_constants {};
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friend struct RenderExecutorTestAccess;
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};
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