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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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@@ -271,15 +271,14 @@ namespace {
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}
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auto inputState = builder.GetResult();
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auto bindGroupLayoutBuilder = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 1)
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.Clone();
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if (hasTexture) {
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bindGroupLayoutBuilder
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 1, 1)
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 2, 1);
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}
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auto bindGroupLayout = bindGroupLayoutBuilder.GetResult();
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constexpr nxt::ShaderStageBit kNoStages{};
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nxt::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {
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{0, nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer},
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{1, nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler},
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{2, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages,
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nxt::BindingType::SampledTexture},
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});
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(nxt::CompareFunction::Less)
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