fix fragment/vertex shader descriptor set layout mismatch #8140
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The SSR variant uses a custom fragment shader but the generic vertex shader. For this reason their descriptor set layout for the "per view" set end-up being different (the fragment shader one has less descriptors in it and the descriptor itself is create from the SSR variant data). In the end, we end up with a descriptor set that's too small for the vertex shader and Metal was rightly complaining.
We fix this by:
In practice this only adds one UBO (for shadows). That UBO is actually not even used in the SSR variants, but the (generic) vertex shader layout has it, so it must be provided. WE do this by providing a dummy UBO, which will never be used anyways.
In addition, we add a check to matc which will make sure such mismatch won't happen again.