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	async_shaders: std::move data within QueueVulkanShader()
Same behavior, but avoids redundant copies. While we're at it, we can simplify the pushing of the parameters into the pending queue.
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				| @ -153,8 +153,8 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache, | ||||
|         .descriptor_pool = &descriptor_pool, | ||||
|         .update_descriptor_queue = &update_descriptor_queue, | ||||
|         .renderpass_cache = &renderpass_cache, | ||||
|         .bindings = bindings, | ||||
|         .program = program, | ||||
|         .bindings = std::move(bindings), | ||||
|         .program = std::move(program), | ||||
|         .key = key, | ||||
|     }; | ||||
| 
 | ||||
|  | ||||
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