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Fix bindless feedback SPIR-V modification
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@@ -184,7 +184,7 @@ void AnnotateShader(const SPIRVPatchData &patchData, const char *entryName,
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// add our SSBO variable, at set 0 binding 0
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ssboVar = editor.MakeId();
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editor.AddDecoration(rdcspv::OpVariable(bufptrtype, ssboVar, rdcspv::StorageClass::Uniform));
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editor.AddVariable(rdcspv::OpVariable(bufptrtype, ssboVar, rdcspv::StorageClass::Uniform));
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editor.AddDecoration(
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rdcspv::OpDecorate(ssboVar, rdcspv::DecorationParam<rdcspv::Decoration::DescriptorSet>(0)));
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editor.AddDecoration(
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@@ -394,7 +394,7 @@ void AnnotateShader(const SPIRVPatchData &patchData, const char *entryName,
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// be longer than 5 words (1 index). Think of the case of a uniform buffer where the first
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// index goes into the descriptor array, and further indices go inside the uniform buffer
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// members.
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RDCASSERT(chain.indexes.size() > 1, chain.indexes.size());
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RDCASSERT(chain.indexes.size() >= 1, chain.indexes.size());
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rdcspv::Id index = chain.indexes[0];
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