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Ensure all binding fields are fully initialized;
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@ -6088,6 +6088,8 @@ static gpu_bundle_info* lovrPassResolveBindings(Pass* pass, Shader* shader, gpu_
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for (uint32_t i = 0; i < bundle->count; i++) {
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for (uint32_t i = 0; i < bundle->count; i++) {
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bundle->bindings[i] = pass->bindings[shader->resources[i].binding];
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bundle->bindings[i] = pass->bindings[shader->resources[i].binding];
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bundle->bindings[i].type = shader->resources[i].type;
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bundle->bindings[i].type = shader->resources[i].type;
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bundle->bindings[i].number = shader->resources[i].binding;
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bundle->bindings[i].count = 0;
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}
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}
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pass->flags &= ~DIRTY_BINDINGS;
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pass->flags &= ~DIRTY_BINDINGS;
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