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Use a descriptor for BindGroupLayout (#211)
* Use a descriptor for BindGroupLayout * Fix MatchesLambda * Add WireTests.StructureOfStructureArrayArgument * Add BindGroupValidationTests.BindGroupLayoutCache
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@@ -223,10 +223,12 @@ void initSim() {
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}
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)");
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer, 0, 1)
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.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2)
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.GetResult();
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer},
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{1, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer},
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{2, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer},
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});
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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