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[hud] Use new resource view binding methods
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@ -108,9 +108,9 @@ namespace dxvk::hud {
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, Rc<DxvkShader>(m_textShaders.frag));
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m_context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, Rc<DxvkShader>(m_textShaders.frag));
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m_context->bindResourceBuffer(VK_SHADER_STAGE_VERTEX_BIT, 0, DxvkBufferSlice(m_fontBuffer));
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m_context->bindResourceBuffer(VK_SHADER_STAGE_VERTEX_BIT, 0, DxvkBufferSlice(m_fontBuffer));
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m_context->bindResourceView (VK_SHADER_STAGE_VERTEX_BIT, 1, nullptr, Rc<DxvkBufferView>(m_dataView));
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m_context->bindResourceBufferView(VK_SHADER_STAGE_VERTEX_BIT, 1, Rc<DxvkBufferView>(m_dataView));
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m_context->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkSampler>(m_fontSampler));
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m_context->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkSampler>(m_fontSampler));
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m_context->bindResourceView (VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkImageView>(m_fontView), nullptr);
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m_context->bindResourceImageView(VK_SHADER_STAGE_FRAGMENT_BIT, 2, Rc<DxvkImageView>(m_fontView));
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static const DxvkInputAssemblyState iaState = {
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static const DxvkInputAssemblyState iaState = {
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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