Moves uniform and texture binding to CDeviceCommandContext.

Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4631
This was SVN commit r26848.
This commit is contained in:
vladislavbelov
2022-05-02 20:57:22 +00:00
parent a8caed8348
commit 04bd96cee0
65 changed files with 1590 additions and 969 deletions
+7 -5
View File
@@ -225,13 +225,15 @@ CVector4D CShaderUniforms::GetVector(const char* name) const
return CVector4D();
}
void CShaderUniforms::BindUniforms(Renderer::Backend::GL::CShaderProgram* shader) const
void CShaderUniforms::BindUniforms(
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader) const
{
const std::vector<SItems::Item>& items = m_Items->items;
for (size_t i = 0; i < items.size(); ++i)
for (const SItems::Item& item : m_Items->items)
{
const CVector4D& v = items[i].second;
shader->Uniform(items[i].first, v.X, v.Y, v.Z, v.W);
const CVector4D& v = item.second;
deviceCommandContext->SetUniform(
shader->GetBindingSlot(item.first), v.AsFloatArray());
}
}