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Vulkan: Use an enumeration to index pipeline layouts
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@@ -89,9 +89,9 @@ void TextureEncoder::EncodeTextureToRam(VkImageView src_texture, u8* dest_ptr, u
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StateTracker::GetInstance()->EndRenderPass();
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPushConstantPipelineLayout(), m_encoding_render_pass,
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g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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m_texture_encoding_shaders[format]);
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
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m_encoding_render_pass, g_object_cache->GetScreenQuadVertexShader(),
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VK_NULL_HANDLE, m_texture_encoding_shaders[format]);
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// Uniform - int4 of left,top,native_width,scale
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s32 position_uniform[4] = {src_rect.left, src_rect.top, static_cast<s32>(native_width),
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