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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): use fallback texture in case some
shaderpack failes to properly bind texture
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@@ -65,6 +65,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool ResolveSamplerTexture(const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
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SharedPtr<MG_State::GLState::ITextureObject>& outTexture) const;
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SharedPtr<MG_State::GLState::ITextureObject> GetOrCreateSamplerFallbackTexture(TextureTarget target) const;
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Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
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VkDescriptorImageInfo& outImageInfo) const;
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@@ -90,6 +91,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint32 m_peakDescriptorSetsObserved = 0;
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VkTextureManager* m_textureManager = nullptr;
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VkSamplerManager* m_samplerManager = nullptr;
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mutable Array<SharedPtr<MG_State::GLState::ITextureObject>,
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static_cast<SizeT>(TextureTarget::TextureTargetCount)> m_samplerFallbackTextures{};
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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