[Vulkan] Internal descriptor set layouts
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@@ -162,13 +162,17 @@ class VulkanCommandProcessor : public CommandProcessor {
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std::vector<VkSparseBufferMemoryBindInfo> sparse_buffer_bind_infos_temp_;
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VkPipelineStageFlags sparse_bind_wait_stage_mask_ = 0;
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// Common descriptor set layouts, usable by anything that may need them.
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// Descriptor set layouts used by different shaders.
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VkDescriptorSetLayout descriptor_set_layout_empty_ = VK_NULL_HANDLE;
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VkDescriptorSetLayout descriptor_set_layout_uniform_buffer_guest_vertex_ =
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VkDescriptorSetLayout descriptor_set_layout_ub_fetch_bool_loop_constants_ =
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VK_NULL_HANDLE;
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VkDescriptorSetLayout descriptor_set_layout_uniform_buffer_guest_pixel_ =
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VkDescriptorSetLayout descriptor_set_layout_ub_float_constants_vertex_ =
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VK_NULL_HANDLE;
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VkDescriptorSetLayout descriptor_set_layout_uniform_buffer_guest_ =
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VkDescriptorSetLayout descriptor_set_layout_ub_float_constants_pixel_ =
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VK_NULL_HANDLE;
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VkDescriptorSetLayout descriptor_set_layout_ub_system_constants_ =
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VK_NULL_HANDLE;
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VkDescriptorSetLayout descriptor_set_layout_shared_memory_and_edram_ =
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VK_NULL_HANDLE;
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union TextureDescriptorSetLayoutKey {
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