- 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:
parent
0b9eaac5e1
commit
8bf009bd89
28 changed files with 91 additions and 88 deletions
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue