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@@ -507,12 +507,22 @@ HL_PRIM void HL_NAME(vk_bind_index_buffer)( VkCommandBuffer out, VkBuffer buf, i
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vkCmdBindIndexBuffer(out, buf, offset, type);
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}
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+HL_PRIM void HL_NAME(vk_bind_vertex_buffers)( VkCommandBuffer out, int first, int count, VkBuffer *buffers, VkDeviceSize *sizes ) {
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+ vkCmdBindVertexBuffers(out, first, count, buffers, sizes);
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+}
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+
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+HL_PRIM void HL_NAME(vk_end_render_pass)( VkCommandBuffer out ) {
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+ vkCmdEndRenderPass(out);
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+}
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+
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DEFINE_PRIM(_VOID, vk_clear_color_image, _CMD _IMAGE _F64 _F64 _F64 _F64);
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DEFINE_PRIM(_VOID, vk_clear_depth_stencil_image, _CMD _IMAGE _F64 _I32);
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DEFINE_PRIM(_VOID, vk_draw_indexed, _CMD _I32 _I32 _I32 _I32 _I32);
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DEFINE_PRIM(_VOID, vk_bind_pipeline, _CMD _I32 _GPIPELINE);
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DEFINE_PRIM(_VOID, vk_begin_render_pass, _CMD _STRUCT _I32);
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DEFINE_PRIM(_VOID, vk_bind_index_buffer, _CMD _BUFFER _I32 _I32);
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+DEFINE_PRIM(_VOID, vk_bind_vertex_buffers, _CMD _I32 _I32 _BYTES _BYTES);
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+DEFINE_PRIM(_VOID, vk_end_render_pass, _CMD);
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// ------ SHADER COMPILATION ------------------------------
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