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Drop the input attachment descriptor from the layout when unused
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@ -125,6 +125,7 @@ void DrawEngineVulkan::InitDeviceObjects() {
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bindings[8].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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bindings[8].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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bindings[8].binding = DRAW_BINDING_TESS_STORAGE_BUF_WV;
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// Note: This binding is not included if !gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH), using bindingCount below.
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bindings[9].descriptorCount = 1;
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bindings[9].descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
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bindings[9].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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@ -134,7 +135,7 @@ void DrawEngineVulkan::InitDeviceObjects() {
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VkDevice device = vulkan->GetDevice();
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VkDescriptorSetLayoutCreateInfo dsl{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
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dsl.bindingCount = ARRAY_SIZE(bindings);
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dsl.bindingCount = gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH) ? ARRAY_SIZE(bindings) : ARRAY_SIZE(bindings) - 1;
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dsl.pBindings = bindings;
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VkResult res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_);
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_dbg_assert_(VK_SUCCESS == res);
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