Renderer/ShaderBinder: Make Update take a pointer and size
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@@ -39,12 +39,14 @@ namespace Nz
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}
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}
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void OpenGLShaderBinding::Update(std::initializer_list<Binding> bindings)
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void OpenGLShaderBinding::Update(const Binding* bindings, std::size_t bindingCount)
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{
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const auto& layoutInfo = m_owner.GetLayoutInfo();
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for (const Binding& binding : bindings)
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for (std::size_t i = 0; i < bindingCount; ++i)
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{
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const Binding& binding = bindings[i];
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assert(binding.bindingIndex < layoutInfo.bindings.size());
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const auto& bindingDesc = layoutInfo.bindings[binding.bindingIndex];
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