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[gfx] Update Device API: Splitting ResourceBinder into seperate Shade…
…rResourceSet & RasterResources (taichi-dev#6954) Issue: taichi-dev#6832 ### Brief Summary ResourceBinder is not split into two structures, one controls binding of shared-accessible resources, the other is dedicated to control binding of rasterizer states (vertex buffers, etc.) This makes the mapping onto Vulkan DescriptorSets easier, and cleans up the implementation of resource binding all over the place. In addition, these binding states are now no longer attached to the program and can be thus pre-filled / pre-allocated to achieve lower overhead. Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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