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[dxvk] Pass shader stage when binding HUD resources
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@ -191,11 +191,11 @@ namespace dxvk {
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else
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else
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ctx->clearRenderTarget(dstView, VK_IMAGE_ASPECT_COLOR_BIT, VkClearValue());
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ctx->clearRenderTarget(dstView, VK_IMAGE_ASPECT_COLOR_BIT, VkClearValue());
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ctx->bindResourceSampler(BindingIds::Image, m_samplerPresent);
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ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Image, m_samplerPresent);
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ctx->bindResourceSampler(BindingIds::Gamma, m_samplerGamma);
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ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Gamma, m_samplerGamma);
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ctx->bindResourceView(BindingIds::Image, srcView, nullptr);
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ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Image, srcView, nullptr);
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ctx->bindResourceView(BindingIds::Gamma, m_gammaView, nullptr);
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ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, BindingIds::Gamma, m_gammaView, nullptr);
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ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vs);
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ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vs);
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ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, fs);
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ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, fs);
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