Fix UsedSRsMask/UsedUAsMask when binding arrays to the shader
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@@ -44,10 +44,10 @@ void GPUBufferViewVulkan::Release()
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#endif
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}
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void GPUBufferViewVulkan::DescriptorAsUniformTexelBuffer(GPUContextVulkan* context, const VkBufferView*& bufferView)
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void GPUBufferViewVulkan::DescriptorAsUniformTexelBuffer(GPUContextVulkan* context, VkBufferView& bufferView)
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{
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ASSERT_LOW_LAYER(View != VK_NULL_HANDLE);
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bufferView = &View;
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bufferView = View;
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context->AddBufferBarrier(Owner, VK_ACCESS_SHADER_READ_BIT);
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}
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@@ -60,10 +60,10 @@ void GPUBufferViewVulkan::DescriptorAsStorageBuffer(GPUContextVulkan* context, V
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context->AddBufferBarrier(Owner, VK_ACCESS_SHADER_READ_BIT);
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}
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void GPUBufferViewVulkan::DescriptorAsStorageTexelBuffer(GPUContextVulkan* context, const VkBufferView*& bufferView)
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void GPUBufferViewVulkan::DescriptorAsStorageTexelBuffer(GPUContextVulkan* context, VkBufferView& bufferView)
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{
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ASSERT_LOW_LAYER(View != VK_NULL_HANDLE);
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bufferView = &View;
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bufferView = View;
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context->AddBufferBarrier(Owner, VK_ACCESS_SHADER_READ_BIT);
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}
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