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* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace |
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| .. | ||
| BackgroundDiskCacheWriter.cs | ||
| BinarySerializer.cs | ||
| CompressionAlgorithm.cs | ||
| DiskCacheCommon.cs | ||
| DiskCacheGpuAccessor.cs | ||
| DiskCacheGuestStorage.cs | ||
| DiskCacheHostStorage.cs | ||
| DiskCacheLoadException.cs | ||
| DiskCacheLoadResult.cs | ||
| DiskCacheOutputStreams.cs | ||
| GuestCodeAndCbData.cs | ||
| ParallelDiskCacheLoader.cs | ||
| ShaderBinarySerializer.cs | ||