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https://github.com/MobileGL-Dev/MobileGL
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[Refactor] (P13 W5 S8): MOBILEGL_BUILD_RECORD_ARM is folded away - the record arm is unconditional - and retired_switches keeps it from coming back.
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@@ -3199,11 +3199,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (descriptorKind == DescriptorBindingKind::StorageBuffer) {
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const GLuint blockIndex =
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#if MOBILEGL_BUILD_RECORD_ARM
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program.GetShaderStorageBlockIndex(uniformName);
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#else
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GetShaderStorageBlockIndex(program, uniformName);
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#endif
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if (blockIndex == GL_INVALID_INDEX) {
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MGLOG_D("ProgramFactory::ReflectLayout: skipping inactive SSBO '%s' at binding %u",
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uniformName.c_str(), binding);
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@@ -3495,13 +3491,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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updateAfterBindSampledImages + updateAfterBindStorageImages;
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const auto& uab = m_updateAfterBindLimits;
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entry.usesUpdateAfterBind =
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#if MOBILEGL_BUILD_RECORD_ARM
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// Vulkan forbids ANY update-after-bind binding in a set layout that
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// contains a dynamic buffer descriptor (VUID 03001/03011). Wire draws
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// retain UniformManager's per-frame, content-versioned descriptor sets;
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// this selects the legal ordinary pool, not in-place mutation of a live set.
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(!program.IsWire() || entry.dynamicBindings.empty()) &&
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#endif
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uab.enabled && updateAfterBindSamplers <= uab.maxPerStageSamplers &&
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updateAfterBindUniformBuffers <= uab.maxPerStageUniformBuffers &&
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updateAfterBindStorageBuffers <= uab.maxPerStageStorageBuffers &&
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