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This is just setting up the layout of the pipeline. Because Filament has a variety of materials and also different render pass parameters; it's not efficient to create pipelinelayout on the fly. So we create (and cache) generic pipeline layouts, but the actual binding of the descriptors is a much smaller set. |
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I am learning the vulkan backend code in filament,and I have read some strange code that created 62 bindings at once. Why would you do that? Do shaders even use that many samplers? I can't find the corresponding sampler declaration in the shader files.
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