Renderer: Change binding members order
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@ -21,9 +21,9 @@ namespace Nz
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{
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struct Binding
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{
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UInt32 arraySize = 1;
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UInt32 bindingIndex;
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UInt32 setIndex = 0;
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UInt32 bindingIndex;
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UInt32 arraySize = 1;
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ShaderBindingType type;
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nzsl::ShaderStageTypeFlags shaderStageFlags;
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};
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@ -173,7 +173,7 @@ namespace Nz
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RenderPipelineLayoutInfo layoutInfo;
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layoutInfo.bindings.assign({
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{
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1, 0, 0,
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0, 0, 1,
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ShaderBindingType::Texture,
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nzsl::ShaderStageType::Fragment
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}
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@ -75,9 +75,9 @@ namespace Nz
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// TODO: Get more precise shader stage type
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m_pipelineLayoutInfo.bindings.push_back({
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arraySize, // arraySize
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bindingIndex, // bindingIndex
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bindingSet, // setIndex
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bindingIndex, // bindingIndex
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arraySize, // arraySize
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bindingType, // type
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nzsl::ShaderStageType_All // shaderStageFlags
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});
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@ -39,7 +39,7 @@ namespace Nz
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RenderPipelineLayoutInfo layoutInfo;
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layoutInfo.bindings.assign({
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{
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1, 0, 0,
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0, 0, 1,
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ShaderBindingType::UniformBuffer,
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nzsl::ShaderStageType::Vertex
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}
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