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@@ -2624,7 +2624,7 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUD
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*
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* ---
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*
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* **SPIR-V**
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* **SPIR-V (GLSL)**
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*
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* For compute shaders, use:
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*
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@@ -2662,23 +2662,23 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUD
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*
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* ```glsl
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* // Any samplers come first in Set 0, in SDL bind slot order
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* layout(set = 0, binding = 0) sampler2d samplerBoundToSlot0;
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* layout(set = 0, binding = 1) sampler2d samplerBoundToSlot1;
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* layout(set = 0, binding = 0) uniform sampler2D samplerBoundToSlot0;
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* layout(set = 0, binding = 1) uniform sampler2D samplerBoundToSlot1;
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* // Any read-only storage textures come next in Set 0, in SDL bind slot order
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* layout(set = 0, binding = 2) image2d storageTextureBoundToSlot0;
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* layout(set = 0, binding = 3) image2d storageTextureBoundToSlot1;
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* layout(set = 0, binding = 2) uniform image2D storageTextureBoundToSlot0;
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* layout(set = 0, binding = 3) uniform image2D storageTextureBoundToSlot1;
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* // Any read-only storage buffers come next in Set 0, in SDL bind slot order
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* layout(set = 0, binding = 4) buffer storageBufferBoundToSlot0;
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* layout(set = 0, binding = 5) buffer storageBufferBoundToSlot1;
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* layout(set = 0, binding = 4) buffer storageBufferBoundToSlot0 { ... };
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* layout(set = 0, binding = 5) buffer storageBufferBoundToSlot1 { ... };
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* // Any read-write storage textures come first in Set 1, in SDL bind slot order
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* layout(set = 1, binding = 0) image2d rwStorageTextureBoundToSlot0;
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* layout(set = 1, binding = 1) image2d rwStorageTextureBoundToSlot1;
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* layout(set = 1, binding = 0) uniform image2D rwStorageTextureBoundToSlot0;
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* layout(set = 1, binding = 1) uniform image2D rwStorageTextureBoundToSlot1;
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* // Any read-write storage buffers come next in Set 1, in SDL bind slot order
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* layout(set = 1, binding = 2) buffer rwStorageBufferBoundToSlot0;
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* layout(set = 1, binding = 3) buffer rwStorageBufferBoundToSlot1;
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* layout(set = 1, binding = 2) buffer rwStorageBufferBoundToSlot0 { ... };
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* layout(set = 1, binding = 3) buffer rwStorageBufferBoundToSlot1 { ... };
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* // Any uniform buffers are in Set 2, in SDL slot order
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* layout(set = 2, binding = 0) uniform UniformDataBoundToSlot0 {};
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* layout(set = 2, binding = 1) uniform UniformDataBoundToSlot1 {};
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* layout(set = 2, binding = 0) uniform UniformDataBoundToSlot0 { ... };
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* layout(set = 2, binding = 1) uniform UniformDataBoundToSlot1 { ... };
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* ```
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*
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* ---
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