fix the UBO descriptor range to use UBO_SECTION_SIZE
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						45f5bef337
					
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					@ -4244,7 +4244,7 @@ static VulkanUniformBufferObject* VULKAN_INTERNAL_CreateUniformBufferObject(
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	/* Update the descriptor set for the first and last time! */
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						/* Update the descriptor set for the first and last time! */
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	descriptorBufferInfo.buffer = uniformBufferObject->buffer->buffer;
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						descriptorBufferInfo.buffer = uniformBufferObject->buffer->buffer;
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	descriptorBufferInfo.offset = 0;
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						descriptorBufferInfo.offset = 0;
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	descriptorBufferInfo.range = VK_WHOLE_SIZE;
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						descriptorBufferInfo.range = UBO_SECTION_SIZE;
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	writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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						writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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	writeDescriptorSet.pNext = NULL;
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						writeDescriptorSet.pNext = NULL;
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					@ -6846,7 +6846,7 @@ static uint32_t VULKAN_PushVertexShaderUniforms(
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	SDL_LockMutex(renderer->vertexUniformBufferObject->lock);
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						SDL_LockMutex(renderer->vertexUniformBufferObject->lock);
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	if (renderer->vertexUniformBufferObject->currentOffset + dataLengthInBytes >= UBO_BUFFER_SIZE)
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						if (renderer->vertexUniformBufferObject->currentOffset + dataLengthInBytes + UBO_SECTION_SIZE >= UBO_BUFFER_SIZE)
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	{
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						{
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		renderer->vertexUniformBufferObject->currentOffset = 0;
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							renderer->vertexUniformBufferObject->currentOffset = 0;
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	}
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						}
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					@ -6885,7 +6885,7 @@ static uint32_t VULKAN_PushFragmentShaderUniforms(
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	SDL_LockMutex(renderer->fragmentUniformBufferObject->lock);
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						SDL_LockMutex(renderer->fragmentUniformBufferObject->lock);
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	if (renderer->fragmentUniformBufferObject->currentOffset + dataLengthInBytes >= UBO_BUFFER_SIZE)
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						if (renderer->fragmentUniformBufferObject->currentOffset + dataLengthInBytes + UBO_SECTION_SIZE >= UBO_BUFFER_SIZE)
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	{
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						{
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		renderer->fragmentUniformBufferObject->currentOffset = 0;
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							renderer->fragmentUniformBufferObject->currentOffset = 0;
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	}
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						}
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					@ -6924,7 +6924,7 @@ static uint32_t VULKAN_PushComputeShaderUniforms(
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	SDL_LockMutex(renderer->computeUniformBufferObject->lock);
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						SDL_LockMutex(renderer->computeUniformBufferObject->lock);
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	if (renderer->computeUniformBufferObject->currentOffset + dataLengthInBytes >= UBO_BUFFER_SIZE)
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						if (renderer->computeUniformBufferObject->currentOffset + dataLengthInBytes + UBO_SECTION_SIZE >= UBO_BUFFER_SIZE)
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	{
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						{
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		renderer->computeUniformBufferObject->currentOffset = 0;
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							renderer->computeUniformBufferObject->currentOffset = 0;
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	}
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						}
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