Commit current work
Reworked conditions, added uber-shaders, comparison nodes, fixed Discard
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@@ -20,6 +20,8 @@ namespace Nz
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const auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, i);
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UInt32 textureIndex = textureDescriptor.bindingIndex;
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if (textureIndex == OpenGLRenderPipelineLayout::InvalidIndex)
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continue;
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context.BindSampler(textureIndex, textureDescriptor.sampler);
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context.BindTexture(textureIndex, textureDescriptor.textureTarget, textureDescriptor.texture);
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@@ -29,6 +31,10 @@ namespace Nz
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{
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const auto& uboDescriptor = m_owner.GetUniformBufferDescriptor(m_poolIndex, m_bindingIndex, i);
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UInt32 uboIndex = uboDescriptor.bindingIndex;
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if (uboIndex == OpenGLRenderPipelineLayout::InvalidIndex)
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continue;
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context.BindUniformBuffer(uboDescriptor.bindingIndex, uboDescriptor.buffer, uboDescriptor.offset, uboDescriptor.size);
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}
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}
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