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graphics: store vertex attribute bindings without duplicated arrays
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@@ -174,15 +174,10 @@ struct ShaderSamplerResource {
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};
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struct ShaderVertexInputBuffer {
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static constexpr int ATTR_MAX = 32;
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uint64_t addr = 0;
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uint32_t stride = 0;
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uint32_t num_records = 0;
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uint32_t fetch_index = 0;
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int attr_num = 0;
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int attr_indices[ATTR_MAX] = {0};
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uint32_t attr_offsets[ATTR_MAX] = {0};
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uint64_t addr = 0;
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uint32_t stride = 0;
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uint32_t num_records = 0;
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uint32_t fetch_index = 0;
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};
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struct ShaderVertexDestination {
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@@ -190,6 +185,7 @@ struct ShaderVertexDestination {
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int registers_num = 0;
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int attr_id = -1;
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uint32_t fetch_index = 0;
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int buffer_index = 0;
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};
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enum class ShaderStorageUsage {
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