Graphics: Make use of shader binding sets
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@@ -94,7 +94,7 @@ namespace Nz
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{
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if (TestBit<UInt64>(m_enabledConditions, conditionIndex) != enable)
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{
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m_enabledConditions = SetBit<UInt64>(m_enabledConditions, conditionIndex);
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m_enabledConditions = ToggleBit<UInt64>(m_enabledConditions, conditionIndex);
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InvalidatePipeline();
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}
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}
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@@ -439,6 +439,12 @@ namespace Nz
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return m_pipelineInfo.shaders[UnderlyingCast(shaderStage)].uberShader;
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}
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inline ShaderBinding& Material::GetShaderBinding()
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{
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assert(m_shaderBinding);
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return *m_shaderBinding;
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}
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inline const std::shared_ptr<Texture>& Material::GetTexture(std::size_t textureIndex) const
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{
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NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index");
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@@ -725,7 +731,7 @@ namespace Nz
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inline void Material::InvalidateShaderBinding()
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{
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//TODO
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m_shaderBindingUpdated = false;
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}
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inline void Material::InvalidateTextureSampler(std::size_t textureIndex)
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