Add initial support for shader binding sets (WIP)
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@@ -105,13 +105,20 @@ namespace Nz
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m_commandBuffer.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, vkBinding.Get(*m_currentRenderPass, m_currentSubpassIndex));
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}
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void VulkanCommandBufferBuilder::BindShaderBinding(const ShaderBinding& binding)
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void VulkanCommandBufferBuilder::BindShaderBinding(UInt32 set, const ShaderBinding& binding)
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{
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const VulkanShaderBinding& vkBinding = static_cast<const VulkanShaderBinding&>(binding);
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const VulkanRenderPipelineLayout& pipelineLayout = vkBinding.GetOwner();
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m_commandBuffer.BindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout.GetPipelineLayout(), 0U, vkBinding.GetDescriptorSet());
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m_commandBuffer.BindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout.GetPipelineLayout(), set, vkBinding.GetDescriptorSet());
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}
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void VulkanCommandBufferBuilder::BindShaderBinding(const RenderPipelineLayout& pipelineLayout, UInt32 set, const ShaderBinding& binding)
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{
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const VulkanRenderPipelineLayout& vkPipelineLayout = static_cast<const VulkanRenderPipelineLayout&>(pipelineLayout);
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const VulkanShaderBinding& vkBinding = static_cast<const VulkanShaderBinding&>(binding);
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m_commandBuffer.BindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, vkPipelineLayout.GetPipelineLayout(), set, vkBinding.GetDescriptorSet());
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}
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void VulkanCommandBufferBuilder::BindVertexBuffer(UInt32 binding, Nz::AbstractBuffer* vertexBuffer, UInt64 offset)
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