Fix descriptors bindings to shaders on D3D12
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@@ -133,17 +133,16 @@ private:
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GPUDeviceDX12* _device;
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D3D12_DESCRIPTOR_HEAP_TYPE _type;
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uint32 _descriptorsCount;
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uint32 _descriptorsCountPerHeap;
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bool _shaderVisible;
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Array<DescriptorHeapWithSlotsDX12*> _heaps;
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Array<DescriptorHeapWithSlotsDX12*, InlinedAllocation<32>> _heaps;
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public:
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DescriptorHeapPoolDX12(GPUDeviceDX12* device, D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 descriptorsCount, bool shaderVisible);
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DescriptorHeapPoolDX12(GPUDeviceDX12* device, D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 descriptorsCountPerHeap, bool shaderVisible);
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public:
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void Init();
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void AllocateSlot(DescriptorHeapWithSlotsDX12*& heap, uint32& slot);
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void ReleaseGPU();
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};
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