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XCODE View of the fragment buffer, shows the content _m4_pad[0] = A_Array [0], B_Array[0] = A_Array[1], ..., B_Array[127] = B_Array[0]
Next line starts probably with _m0_pad = B_Array[1] address
Accessing A_Array in shader changes the structure spvDescriptorSetBuffer0 to the right array size and everything is correct.
The padding for an unused binding is incorrect created with array size of 1 instead of the right array size
Defintion in fragment shader:
Generated output extracted from XCode capture
XCODE View of the fragment buffer, shows the content _m4_pad[0] = A_Array [0], B_Array[0] = A_Array[1], ..., B_Array[127] = B_Array[0]
Next line starts probably with _m0_pad = B_Array[1] address
Accessing A_Array in shader changes the structure spvDescriptorSetBuffer0 to the right array size and everything is correct.
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