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Generate baked per-pipeline static descriptor access on Vulkan
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@@ -1242,7 +1242,8 @@ struct ShaderResource
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bool operator==(const ShaderResource &o) const
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{
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return resType == o.resType && name == o.name && variableType == o.variableType &&
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bindPoint == o.bindPoint && isTexture == o.isTexture && isReadOnly == o.isReadOnly;
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bindPoint == o.bindPoint && isTexture == o.isTexture && hasSampler == o.hasSampler &&
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isReadOnly == o.isReadOnly;
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}
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bool operator<(const ShaderResource &o) const
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{
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@@ -1256,6 +1257,8 @@ struct ShaderResource
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return bindPoint < o.bindPoint;
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if(!(isTexture == o.isTexture))
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return isTexture < o.isTexture;
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if(!(hasSampler == o.hasSampler))
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return hasSampler < o.hasSampler;
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if(!(isReadOnly == o.isReadOnly))
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return isReadOnly < o.isReadOnly;
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return false;
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@@ -1280,6 +1283,8 @@ struct ShaderResource
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DOCUMENT("``True`` if this resource is a texture, otherwise it is a buffer.");
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bool isTexture;
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DOCUMENT("``True`` if this texture resource has a sampler as well.");
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bool hasSampler = false;
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DOCUMENT(R"(``True`` if this resource is available to the shader for reading only, otherwise it is
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able to be read from and written to arbitrarily.
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)");
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