fix bug where pipelines used unspecialized shaders
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99a3ee6570
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@ -145,16 +145,9 @@ impl PipelineCompiler {
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Some(vertex_buffer_descriptors),
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Some(vertex_buffer_descriptors),
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&pipeline_specialization.dynamic_bindings,
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&pipeline_specialization.dynamic_bindings,
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);
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);
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specialized_descriptor.primitive_topology = pipeline_specialization.primitive_topology;
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specialized_descriptor.primitive_topology = pipeline_specialization.primitive_topology;
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let specialized_pipeline_handle =
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if *pipeline_specialization == PipelineSpecialization::default() {
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pipelines.set(source_pipeline, specialized_descriptor);
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source_pipeline
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} else {
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pipelines.add(specialized_descriptor)
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};
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let specialized_pipeline_handle = pipelines.add(specialized_descriptor);
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render_resource_context.create_render_pipeline(
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render_resource_context.create_render_pipeline(
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specialized_pipeline_handle,
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specialized_pipeline_handle,
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pipelines.get(&specialized_pipeline_handle).unwrap(),
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pipelines.get(&specialized_pipeline_handle).unwrap(),
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