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Use a descriptor for PipelineLayout (#206)
Adds support for structures inside descriptors.
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@@ -165,9 +165,7 @@ void init() {
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.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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cameraBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)
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