[Vulkan] Use locally generated texture binding indices instead of GPU indices
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@@ -12,6 +12,7 @@
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "third_party/glslang-spirv/SpvBuilder.h"
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@@ -157,8 +158,9 @@ class SpirvShaderTranslator : public ShaderTranslator {
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spv::Id frag_outputs_ = 0, frag_depth_ = 0;
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spv::Id samplers_ = 0;
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spv::Id tex_[3] = {0}; // Images {2D, 3D, Cube}
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spv::Id vtx_ = 0; // Vertex buffer array (32 runtime arrays)
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std::map<uint32_t, uint32_t> vtx_binding_map_;
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std::unordered_map<uint32_t, uint32_t> tex_binding_map_;
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spv::Id vtx_ = 0; // Vertex buffer array (32 runtime arrays)
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std::unordered_map<uint32_t, uint32_t> vtx_binding_map_;
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// SPIR-V IDs that are part of the in/out interface.
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std::vector<spv::Id> interface_ids_;
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