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credit: Ghael-V
Draw sprites whose texture handle comes from a vertex attribute. A bindless handle read from an interpolated vertex attribute could not be tracked to a constant buffer, so pipeline creation threw and every draw using the shader was dropped (FIFA player indicators, shadows and some text).
The handle now gets a sentinel descriptor, and the Vulkan rasterizer splits a triangle-list draw into runs of vertices that share a handle and binds each run's texture before drawing it.
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| .. | ||
| collect_shader_info_pass.cpp | ||
| conditional_barrier_pass.cpp | ||
| constant_propagation_pass.cpp | ||
| dead_code_elimination_pass.cpp | ||
| dual_vertex_pass.cpp | ||
| geometry_compaction_pass.cpp | ||
| global_memory_to_storage_buffer_pass.cpp | ||
| identity_removal_pass.cpp | ||
| layer_pass.cpp | ||
| lower_fp16_to_fp32.cpp | ||
| lower_fp64_to_fp32.cpp | ||
| lower_int64_to_int32.cpp | ||
| passes.h | ||
| position_pass.cpp | ||
| rescaling_pass.cpp | ||
| ssa_rewrite_pass.cpp | ||
| texture_pass.cpp | ||
| vendor_workaround_pass.cpp | ||
| verification_pass.cpp | ||