Actually check the vertex binding I meant to check.
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@ -377,7 +377,7 @@ MTLRenderPipelineDescriptor* MVKGraphicsPipeline::getMTLRenderPipelineDescriptor
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if (shaderContext.isVertexAttributeLocationUsed(pVKVA->location)) {
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// Vulkan allows offsets to exceed the buffer stride, but Metal doesn't.
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const VkVertexInputBindingDescription* pVKVB = pCreateInfo->pVertexInputState->pVertexBindingDescriptions;
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for (uint32_t j = 0; j < vbCnt; j++) {
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for (uint32_t j = 0; j < vbCnt; j++, pVKVB++) {
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if (pVKVB->binding == pVKVA->binding) { break; }
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}
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if (pVKVA->offset >= pVKVB->stride) {
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