Adding transparency support
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@@ -55,7 +55,8 @@ class DescriptorSet : public Gfx::DescriptorSet, public CommandBoundResource {
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virtual void updateSampler(uint32_t binding, uint32 dstArrayIndex, Gfx::PSampler samplerState) override;
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virtual void updateTexture(uint32_t binding, Gfx::PTexture texture, Gfx::PSampler sampler = nullptr) override;
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virtual void updateTexture(uint32 binding, uint32 dstArrayIndex, Gfx::PTexture texture) override;
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virtual void updateTextureArray(uint32_t binding, Array<Gfx::PTexture> texture) override;
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virtual void updateTextureArray(uint32_t binding, Array<Gfx::PTexture2D> texture) override;
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virtual void updateSamplerArray(uint32_t binding, Array<Gfx::PSampler> samplers) override;
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constexpr bool isCurrentlyInUse() const { return currentlyInUse; }
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constexpr void allocate() { currentlyInUse = true; }
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@@ -70,7 +71,7 @@ class DescriptorSet : public Gfx::DescriptorSet, public CommandBoundResource {
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// since the layout is fixed, trying to bind a texture to a buffer
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// would not work anyways, so casts should be safe
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// Array<void*> cachedData;
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Array<PCommandBoundResource> boundResources;
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Array<Array<PCommandBoundResource>> boundResources;
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VkDescriptorSet setHandle;
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PGraphics graphics;
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PDescriptorPool owner;
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