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This re-uses the same machinery as the GL front-end. It saves a lot of custom casting and array sizing. Currently we only support vertex and fragment shaders in Vulkan. Because of the Pipeline cache sizing, it's easier to stick with just VS/FS and introduce the full set of shaders when we move to packing the cache better. Bug: angleproject:2522 Bug: angleproject:2455 Change-Id: I21432a335c741885af87970d8ee52b4a36338304 Reviewed-on: https://chromium-review.googlesource.com/1036927Reviewed-by:Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jiawei Shao <jiawei.shao@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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