Vulkan: Get rid of the empty descriptor set
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@@ -123,9 +123,6 @@ class TextureCache {
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VkSampler sampler;
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};
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void SetupEmptySet();
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void DestroyEmptySet();
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// Allocates a new texture and memory to back it on the GPU.
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Texture* AllocateTexture(const TextureInfo& texture_info,
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VkFormatFeatureFlags required_flags =
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@@ -183,12 +180,6 @@ class TextureCache {
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std::unordered_map<uint64_t, VkDescriptorSet> texture_bindings_;
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VkDescriptorSetLayout texture_descriptor_set_layout_ = nullptr;
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VkImage empty_image_ = nullptr;
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VkImageView empty_image_view_ = nullptr;
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VkDeviceMemory empty_image_memory_ = nullptr;
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VkSampler empty_sampler_ = nullptr;
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VkDescriptorSet empty_set_ = nullptr;
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ui::vulkan::CircularBuffer staging_buffer_;
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std::unordered_map<uint64_t, Texture*> textures_;
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std::unordered_map<uint64_t, Sampler*> samplers_;
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