Add initial support for shader binding sets (WIP)

This commit is contained in:
Jérôme Leclercq
2021-06-14 22:35:05 +02:00
parent 815a7b0c62
commit f22b501e25
53 changed files with 885 additions and 511 deletions

View File

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