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Ensure binding numbers are less than 32;
We use u32 masks...
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@ -1121,6 +1121,8 @@ Shader* lovrShaderCreate(ShaderInfo* info) {
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lovrThrow("Shader resource count exceeds resourcesPerShader limit (%d)", MAX_RESOURCES_PER_SHADER);
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}
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lovrCheck(resource->binding < 32, "Max resource binding number is %d", 32 - 1);
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slots[index] = (gpu_slot) {
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.number = resource->binding,
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.type = resourceTypes[resource->type],
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