- added a RenderQueue parameter to all Bind functions of the postprocessing shaders. This is unused for now. All places calling these pass a dummy NOQUEUE value which is just a nullptr.
This is for Vulkan preparation where all of this needs to run in a user-specified context so that this code can be moved out of the GL folder without depending on OpenGL's global state model.
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28 changed files with 91 additions and 88 deletions
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@ -51,7 +51,7 @@ void FShadowMap::Update()
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GLRenderer->mBuffers->BindShadowMapFB();
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GLRenderer->mShadowMapShader->Bind();
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GLRenderer->mShadowMapShader->Bind(NOQUEUE);
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GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
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GLRenderer->mShadowMapShader->Uniforms.Set();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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