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[vk] [impeller] Vertex and Fragment shaders must have unique binding number #108739

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@iskakaushik

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@iskakaushik

Currently when we compile the shaders we have SetAutoBindUniforms set to true. This results in unique binding per shader. But vulkan required unique bindings across all shaders for a given pipeline. This is leading me to explore options for generating a unique binding number for each of the shader types. shaderc provides

SetBindingBaseForStage(shaderc_shader_kind shader_kind, shaderc_uniform_kind kind, uint32_t base)

I'm wondering if going this route with a fixed off-set based on shader_kind is an acceptable short term solution, we can assume something like 128 bindings per shader_kind.

cc: @chinmaygarde

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e: impellerImpeller rendering backend issues and features requestsengineflutter/engine repository. See also e: labels.waiting for PR to land (fixed)A fix is in flight

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