When using Metal argument buffers, include all
descriptor bindings in all stages of shading compilation.
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@ -523,8 +523,9 @@ void MVKDescriptorSetLayoutBinding::populateShaderConverterContext(mvk::SPIRVToM
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MVKShaderResourceBinding mtlIdxs = _mtlResourceIndexOffsets + dslMTLRezIdxOffsets;
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uint32_t descCnt = getDescriptorCount();
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bool isUsingMtlArgBuff = isUsingMetalArgumentBuffer();
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for (uint32_t stage = kMVKShaderStageVertex; stage < kMVKShaderStageMax; stage++) {
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if (_applyToStage[stage] && descCnt > 0) {
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if ((_applyToStage[stage] || isUsingMtlArgBuff) && descCnt > 0) {
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mvkPopulateShaderConverterContext(context,
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mtlIdxs.stages[stage],
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MVKShaderStage(stage),
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