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nv2a/vk: Always bind fragment shader in draw pipeline
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@ -762,15 +762,13 @@ static void create_pipeline(PGRAPHState *pg)
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.pName = "main",
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.pName = "main",
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};
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};
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}
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}
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if (r->color_binding) {
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shader_stages[num_active_shader_stages++] =
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shader_stages[num_active_shader_stages++] =
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(VkPipelineShaderStageCreateInfo){
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(VkPipelineShaderStageCreateInfo){
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = r->shader_binding->fragment->module,
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.module = r->shader_binding->fragment->module,
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.pName = "main",
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.pName = "main",
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};
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};
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}
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VkPipelineVertexInputStateCreateInfo vertex_input = {
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VkPipelineVertexInputStateCreateInfo vertex_input = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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