fixed a bug that save binding info at incorrect sds.
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d2e36162d1
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@ -37,7 +37,7 @@ MaterialDescriptorSets::MaterialDescriptorSets(ShaderDescriptor *sd,const uint c
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sd_by_name.Add(sp->name,sp);
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sd_by_name.Add(sp->name,sp);
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binding_map[size_t(sp->desc_type)].Add(sp->name,sp->binding);
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binding_map[size_t(sp->desc_type)].Add(sp->name,sp->binding);
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++sds[sp->set].bindingCount;
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++sds[size_t(sp->set_type)].bindingCount;
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++sp;
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++sp;
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}
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}
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@ -70,10 +70,10 @@ MaterialDescriptorSets::MaterialDescriptorSets(ShaderDescriptor *sd,const uint c
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{
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{
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binding_list[i][j]=(*sdp)->binding;
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binding_list[i][j]=(*sdp)->binding;
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WriteDescriptorSetLayoutBinding(sds_ptr[(*sdp)->set],
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WriteDescriptorSetLayoutBinding(sds_ptr[size_t((*sdp)->set_type)],
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*sdp);
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*sdp);
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++sds_ptr[(*sdp)->set];
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++sds_ptr[size_t((*sdp)->set_type)];
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++sdp;
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++sdp;
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}
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}
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