Optimize Vulkan shader compiler memory allocation
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@@ -96,6 +96,7 @@ protected:
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virtual bool OnCompileEnd();
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static bool WriteShaderFunctionBegin(ShaderCompilationContext* context, ShaderFunctionMeta& meta);
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static bool WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* header, int32 headerSize, const void* cache, int32 cacheSize);
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static bool WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* cache, int32 cacheSize);
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static bool WriteShaderFunctionEnd(ShaderCompilationContext* context, ShaderFunctionMeta& meta);
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static bool WriteCustomDataVS(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const Array<ShaderMacro>& macros);
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