Graphics: Make use of shader binding sets
This commit is contained in:
@@ -246,7 +246,14 @@ namespace Nz
|
||||
|
||||
unsigned int setIndex = 0;
|
||||
for (const auto& [pipelineLayout, shaderBinding] : states.shaderBindings)
|
||||
shaderBinding->Apply(*pipelineLayout, setIndex++, context);
|
||||
{
|
||||
if (shaderBinding)
|
||||
shaderBinding->Apply(*pipelineLayout, setIndex, context);
|
||||
else
|
||||
NazaraWarning("no shader binding for set #" + std::to_string(setIndex));
|
||||
|
||||
setIndex++;
|
||||
}
|
||||
|
||||
if (states.scissorRegion)
|
||||
context.SetScissorBox(states.scissorRegion->x, states.scissorRegion->y, states.scissorRegion->width, states.scissorRegion->height);
|
||||
|
||||
Reference in New Issue
Block a user