this sucks, but there is hope
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@@ -77,7 +77,7 @@ void ShaderCompiler::compile()
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{
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for (const auto& [matName, mat] : materials)
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{
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout);
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
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layout->addDescriptorLayout(vd->getInstanceDataLayout());
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layout->addDescriptorLayout(mat->getDescriptorLayout());
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@@ -95,7 +95,7 @@ void ShaderCompiler::compile()
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}
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else
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{
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout);
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
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layout->addDescriptorLayout(vd->getInstanceDataLayout());
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Map<std::string, uint32> mapping;
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