support dynamic uniform buffers on vulkan
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@@ -19,8 +19,8 @@ void gnCommandSetViewport(gnCommandBufferHandle buffer, gnViewport viewport) {
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void gnCommandSetScissor(gnCommandBufferHandle buffer, gnScissor scissor) {
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buffer->commandPool->instance->callingLayer->commandFunctions._gnCommandSetScissor(buffer, scissor);
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}
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void gnCommandBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set) {
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buffer->commandPool->instance->callingLayer->commandFunctions._gnCommandBindUniform(buffer, uniform, set);
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void gnCommandBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets) {
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buffer->commandPool->instance->callingLayer->commandFunctions._gnCommandBindUniform(buffer, uniform, set, dynamicOffsetCount, dynamicOffsets);
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}
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void gnCommandBindBuffer(gnCommandBufferHandle buffer, gnBufferHandle bufferToBind, gnBufferType type) {
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buffer->commandPool->instance->callingLayer->commandFunctions._gnCommandBindBuffer(buffer, bufferToBind, type);
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@@ -8,7 +8,7 @@ void gnCommandEndRenderPass(gnCommandBufferHandle buffer);
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void gnCommandBindGraphicsPipeline(gnCommandBufferHandle buffer, gnGraphicsPipelineHandle graphicsPipeline);
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void gnCommandSetViewport(gnCommandBufferHandle buffer, gnViewport viewport);
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void gnCommandSetScissor(gnCommandBufferHandle buffer, gnScissor scissor);
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void gnCommandBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set);
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void gnCommandBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets);
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void gnCommandPushConstant(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data);
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#include "buffers/gryphn_buffer.h"
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