Add initial support for shader binding sets (WIP)
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@@ -38,11 +38,19 @@ namespace Nz
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m_commandBuffer.BindPipeline(&glPipeline);
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}
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void OpenGLCommandBufferBuilder::BindShaderBinding(const ShaderBinding& binding)
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void OpenGLCommandBufferBuilder::BindShaderBinding(UInt32 set, const ShaderBinding& binding)
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{
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const OpenGLShaderBinding& glBinding = static_cast<const OpenGLShaderBinding&>(binding);
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m_commandBuffer.BindShaderBinding(&glBinding);
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m_commandBuffer.BindShaderBinding(glBinding.GetOwner(), set, &glBinding);
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}
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void OpenGLCommandBufferBuilder::BindShaderBinding(const RenderPipelineLayout& pipelineLayout, UInt32 set, const ShaderBinding& binding)
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{
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const OpenGLRenderPipelineLayout& glPipelineLayout = static_cast<const OpenGLRenderPipelineLayout&>(pipelineLayout);
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const OpenGLShaderBinding& glBinding = static_cast<const OpenGLShaderBinding&>(binding);
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m_commandBuffer.BindShaderBinding(glPipelineLayout, set, &glBinding);
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}
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void OpenGLCommandBufferBuilder::BindVertexBuffer(UInt32 binding, Nz::AbstractBuffer* vertexBuffer, UInt64 offset)
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