Moves AssertPointersBound to draw commands to not forget to call it for new shaders.

In the future it allows to call AssertPointersBound in a more lazy way.

This was SVN commit r26784.
This commit is contained in:
vladislavbelov
2022-04-12 18:02:08 +00:00
parent d8d736f0eb
commit 2c8f4c4837
19 changed files with 6 additions and 46 deletions
-2
View File
@@ -99,7 +99,6 @@ void DrawTexture(
GL_TEXTURE0, Renderer::Backend::Format::R32G32_SFLOAT, 0, quadUVs);
shader->VertexPointer(
Renderer::Backend::Format::R32G32B32_SFLOAT, 0, quadVertices);
shader->AssertPointersBound();
deviceCommandContext->Draw(0, 6);
}
@@ -574,7 +573,6 @@ void CMiniMapTexture::RenderFinalTexture(
m_AttributePos.format, stride, base + m_AttributePos.offset);
shader->ColorPointer(
m_AttributeColor.format, stride, base + m_AttributeColor.offset);
shader->AssertPointersBound();
deviceCommandContext->SetIndexBuffer(m_IndexArray.GetBuffer());
deviceCommandContext->DrawIndexed(m_IndexArray.GetOffset(), m_EntitiesDrawn * 6, 0);