Graphics: Make use of shader binding sets

This commit is contained in:
Jérôme Leclercq
2021-06-16 14:47:54 +02:00
parent 5559fe1af7
commit 3cd9172f7a
49 changed files with 592 additions and 792 deletions

View File

@@ -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);