Add initial support for shader binding sets (WIP)
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@@ -39,7 +39,7 @@ namespace Nz
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inline void BindIndexBuffer(GLuint indexBuffer, UInt64 offset = 0);
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inline void BindPipeline(const OpenGLRenderPipeline* pipeline);
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inline void BindShaderBinding(const OpenGLShaderBinding* binding);
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inline void BindShaderBinding(const OpenGLRenderPipelineLayout& pipelineLayout, UInt32 set, const OpenGLShaderBinding* binding);
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inline void BindVertexBuffer(UInt32 binding, GLuint vertexBuffer, UInt64 offset = 0);
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inline void CopyBuffer(GLuint source, GLuint target, UInt64 size, UInt64 sourceOffset = 0, UInt64 targetOffset = 0);
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@@ -102,10 +102,10 @@ namespace Nz
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GLuint indexBuffer = 0;
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const OpenGLRenderPipeline* pipeline = nullptr;
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const OpenGLShaderBinding* shaderBindings = nullptr;
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UInt64 indexBufferOffset;
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std::optional<Recti> scissorRegion;
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std::optional<Recti> viewportRegion;
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std::vector<std::pair<const OpenGLRenderPipelineLayout*, const OpenGLShaderBinding*>> shaderBindings;
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std::vector<VertexBuffer> vertexBuffers;
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bool shouldFlipY = false;
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};
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