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More zero-initialization. Fix scope issue, MSVC's optimizer was aggressive enough that this was a problem. Fixes textures in release mode.
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@@ -394,6 +394,7 @@ VkDescriptorSet DrawEngineVulkan::GetDescriptorSet(VkImageView imageView, VkSamp
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VkDescriptorSet desc;
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VkDescriptorSetAllocateInfo descAlloc;
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VkDescriptorImageInfo tex;
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descAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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descAlloc.pNext = nullptr;
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descAlloc.pSetLayouts = &descriptorSetLayout_;
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@@ -408,7 +409,6 @@ VkDescriptorSet DrawEngineVulkan::GetDescriptorSet(VkImageView imageView, VkSamp
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// Main texture
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int n = 0;
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if (imageView) {
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VkDescriptorImageInfo tex;
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// TODO: Also support LAYOUT_GENERAL to be able to texture from framebuffers without transitioning them?
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tex.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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tex.imageView = imageView;
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@@ -480,8 +480,8 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
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bool useHWTransform = CanUseHardwareTransform(prim);
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VulkanVertexShader *vshader;
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VulkanFragmentShader *fshader;
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VulkanVertexShader *vshader = nullptr;
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VulkanFragmentShader *fshader = nullptr;
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// TODO: Keep these between calls if not dirty.
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uint32_t baseUBOOffset = 0;
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