remove AddDisposeShaderParamBuffer
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					@ -1123,18 +1123,6 @@ REFRESHAPI void REFRESH_AddDisposeIndexBuffer(
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	REFRESH_Buffer *buffer
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						REFRESH_Buffer *buffer
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);
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					);
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/* Sends an shader param buffer to be destroyed by the renderer. Note that we call it
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 * "AddDispose" because it may not be immediately destroyed by the renderer if
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 * this is not called from the main thread (for example, if a garbage collector
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 * deletes the resource instead of the programmer).
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 *
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 * buffer: The REFRESH_Buffer to be destroyed.
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 */
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REFRESHAPI void REFRESH_AddDisposeShaderParamBuffer(
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	REFRESH_Device *device,
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	REFRESH_Buffer *buffer
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);
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/* Sends a color target to be destroyed by the renderer. Note that we call it
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					/* Sends a color target to be destroyed by the renderer. Note that we call it
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 * "AddDispose" because it may not be immediately destroyed by the renderer if
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					 * "AddDispose" because it may not be immediately destroyed by the renderer if
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 * this is not called from the main thread (for example, if a garbage collector
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					 * this is not called from the main thread (for example, if a garbage collector
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					@ -675,17 +675,6 @@ void REFRESH_AddDisposeIndexBuffer(
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    );
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					    );
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}
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					}
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void REFRESH_AddDisposeShaderParamBuffer(
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	REFRESH_Device *device,
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	REFRESH_Buffer *buffer
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) {
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    NULL_RETURN(device);
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    device->AddDisposeShaderParamBuffer(
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        device->driverData,
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        buffer
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    );
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}
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void REFRESH_AddDisposeColorTarget(
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					void REFRESH_AddDisposeColorTarget(
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	REFRESH_Device *device,
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						REFRESH_Device *device,
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	REFRESH_ColorTarget *colorTarget
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						REFRESH_ColorTarget *colorTarget
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					@ -789,6 +778,38 @@ void REFRESH_BindGraphicsPipeline(
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    );
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					    );
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}
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					}
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					void REFRESH_BindVertexBuffers(
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						REFRESH_Device *device,
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						uint32_t firstBinding,
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						uint32_t bindingCount,
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						REFRESH_Buffer **pBuffers,
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						uint64_t *pOffsets
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					) {
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					    NULL_RETURN(device);
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					    device->BindVertexBuffers(
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					        device->driverData,
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					        firstBinding,
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					        bindingCount,
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					        pBuffers,
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					        pOffsets
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					    );
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					}
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					void REFRESH_BindIndexBuffer(
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					    REFRESH_Device *device,
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					    REFRESH_Buffer *buffer,
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						uint64_t offset,
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						REFRESH_IndexElementSize indexElementSize
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					) {
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					    NULL_RETURN(device);
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					    device->BindIndexBuffer(
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					        device->driverData,
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					        buffer,
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					        offset,
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					        indexElementSize
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					    );
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					}
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void REFRESH_Present(
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					void REFRESH_Present(
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    REFRESH_Device *device,
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					    REFRESH_Device *device,
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    REFRESH_Rect *sourceRectangle,
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					    REFRESH_Rect *sourceRectangle,
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					@ -426,11 +426,6 @@ struct REFRESH_Device
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        REFRESH_Buffer *buffer
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					        REFRESH_Buffer *buffer
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    );
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					    );
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    void(*AddDisposeShaderParamBuffer)(
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        REFRESH_Renderer *driverData,
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        REFRESH_Buffer *buffer
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    );
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    void(*AddDisposeColorTarget)(
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					    void(*AddDisposeColorTarget)(
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        REFRESH_Renderer *driverData,
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					        REFRESH_Renderer *driverData,
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	    REFRESH_ColorTarget *colorTarget
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						    REFRESH_ColorTarget *colorTarget
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					@ -541,7 +536,6 @@ struct REFRESH_Device
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    ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \
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					    ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \
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    ASSIGN_DRIVER_FUNC(AddDisposeVertexBuffer, name) \
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					    ASSIGN_DRIVER_FUNC(AddDisposeVertexBuffer, name) \
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    ASSIGN_DRIVER_FUNC(AddDisposeIndexBuffer, name) \
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					    ASSIGN_DRIVER_FUNC(AddDisposeIndexBuffer, name) \
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    ASSIGN_DRIVER_FUNC(AddDisposeShaderParamBuffer, name) \
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    ASSIGN_DRIVER_FUNC(AddDisposeColorTarget, name) \
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					    ASSIGN_DRIVER_FUNC(AddDisposeColorTarget, name) \
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    ASSIGN_DRIVER_FUNC(AddDisposeDepthStencilTarget, name) \
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					    ASSIGN_DRIVER_FUNC(AddDisposeDepthStencilTarget, name) \
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    ASSIGN_DRIVER_FUNC(AddDisposeFramebuffer, name) \
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					    ASSIGN_DRIVER_FUNC(AddDisposeFramebuffer, name) \
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					@ -3812,13 +3812,6 @@ static void VULKAN_AddDisposeIndexBuffer(
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    SDL_assert(0);
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					    SDL_assert(0);
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}
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					}
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static void VULKAN_AddDisposeShaderParamBuffer(
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	REFRESH_Renderer *driverData,
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	REFRESH_Buffer *buffer
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) {
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    SDL_assert(0);
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}
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static void VULKAN_AddDisposeColorTarget(
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					static void VULKAN_AddDisposeColorTarget(
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	REFRESH_Renderer *driverData,
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						REFRESH_Renderer *driverData,
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	REFRESH_ColorTarget *colorTarget
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						REFRESH_ColorTarget *colorTarget
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