- 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.
This commit is contained in:
Christoph Oelckers 2018-06-13 20:30:51 +02:00
commit 8bf009bd89
28 changed files with 91 additions and 88 deletions

View file

@ -24,7 +24,7 @@
#include "files.h"
#include "gl/shaders/gl_shadowmapshader.h"
void FShadowMapShader::Bind()
void FShadowMapShader::Bind(IRenderQueue *q)
{
if (!mShader)
{
@ -36,5 +36,5 @@ void FShadowMapShader::Bind()
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
}
mShader.Bind();
mShader.Bind(q);
}