Fix #1065: don't validate Vulkan binding numbers.
To handle sparse assignments, don't check maxCombinedTextureImageUnits.
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@@ -58,3 +58,6 @@ out ban1 { // ERROR, only outer dimension
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out ban2 {
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float f;
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} bai2[arraySize][2];
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layout(binding = 3000) uniform sampler2D s3000;
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layout(binding = 3001) uniform b3001 { int a; };
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