Add initial support for shader binding sets (WIP)
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@@ -44,9 +44,12 @@ namespace Nz
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m_currentStates.pipeline = pipeline;
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}
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inline void OpenGLCommandBuffer::BindShaderBinding(const OpenGLShaderBinding* binding)
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inline void OpenGLCommandBuffer::BindShaderBinding(const OpenGLRenderPipelineLayout& pipelineLayout, UInt32 set, const OpenGLShaderBinding* binding)
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{
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m_currentStates.shaderBindings = binding;
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if (set >= m_currentStates.shaderBindings.size())
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m_currentStates.shaderBindings.resize(set + 1);
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m_currentStates.shaderBindings[set] = std::make_pair(&pipelineLayout, binding);
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}
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inline void OpenGLCommandBuffer::BindVertexBuffer(UInt32 binding, GLuint vertexBuffer, UInt64 offset)
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