[SPIR-V] Don't bother setting up vertex bindings if they aren't used.
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@ -223,6 +223,7 @@ void SpirvShaderTranslator::StartTranslation() {
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// Vertex inputs/outputs
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// Inputs: 32 SSBOs on DS 2 binding 0
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if (!vertex_bindings().empty()) {
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// Runtime array for vertex data
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Id vtx_t = b.makeRuntimeArray(uint_type_);
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b.addDecoration(vtx_t, spv::Decoration::DecorationArrayStride,
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@ -250,6 +251,7 @@ void SpirvShaderTranslator::StartTranslation() {
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for (const auto& binding : vertex_bindings()) {
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vtx_binding_map_[binding.fetch_constant] = binding.binding_index;
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}
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}
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// Outputs
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interpolators_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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@ -1462,10 +1464,14 @@ void SpirvShaderTranslator::ProcessVertexFetchInstruction(
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spv::StorageClass::StorageClassUniform, data_ptr, {vertex_idx});
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auto vertex_data = b.createLoad(vertex_ptr);
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assert_true(instr.attributes.is_integer);
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assert_true(instr.attributes.is_signed);
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vertex = b.createUnaryOp(spv::Op::OpBitcast, float_type_, vertex_data);
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} break;
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case VertexFormat::k_32_32_FLOAT: {
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assert_true(instr.attributes.is_integer);
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assert_true(instr.attributes.is_signed);
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spv::Id components[2] = {};
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for (uint32_t i = 0; i < 2; i++) {
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auto index = b.createBinOp(spv::Op::OpIAdd, int_type_, vertex_idx,
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@ -1481,7 +1487,10 @@ void SpirvShaderTranslator::ProcessVertexFetchInstruction(
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vertex = b.createCompositeConstruct(vec2_float_type_,
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{components[0], components[1]});
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} break;
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case VertexFormat::k_32_32_32_FLOAT: {
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assert_true(instr.attributes.is_integer);
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assert_true(instr.attributes.is_signed);
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spv::Id components[3] = {};
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for (uint32_t i = 0; i < 3; i++) {
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auto index = b.createBinOp(spv::Op::OpIAdd, int_type_, vertex_idx,
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@ -1499,6 +1508,8 @@ void SpirvShaderTranslator::ProcessVertexFetchInstruction(
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} break;
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case VertexFormat::k_32_32_32_32_FLOAT: {
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assert_true(instr.attributes.is_integer);
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assert_true(instr.attributes.is_signed);
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spv::Id components[4] = {};
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for (uint32_t i = 0; i < 4; i++) {
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auto index = b.createBinOp(spv::Op::OpIAdd, int_type_, vertex_idx,
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