Add renderer shader uniform command
This commit is contained in:
@@ -208,6 +208,30 @@ pp::foundation::Status RecordingCommandContext::bind_shader(IShaderProgram& shad
|
||||
return pp::foundation::Status::success();
|
||||
}
|
||||
|
||||
pp::foundation::Status RecordingCommandContext::set_shader_uniform(
|
||||
const char* name,
|
||||
std::span<const std::byte> bytes) noexcept
|
||||
{
|
||||
if (!in_render_pass_) {
|
||||
return pp::foundation::Status::invalid_argument("render pass has not begun");
|
||||
}
|
||||
if (!shader_bound_) {
|
||||
return pp::foundation::Status::invalid_argument("shader must be bound before setting uniforms");
|
||||
}
|
||||
|
||||
const auto status = validate_shader_uniform_write(name, bytes);
|
||||
if (!status.ok()) {
|
||||
return status;
|
||||
}
|
||||
|
||||
push_command(commands_, RecordedRenderCommand {
|
||||
.kind = RecordedRenderCommandKind::set_shader_uniform,
|
||||
.uniform_bytes = static_cast<std::uint64_t>(bytes.size()),
|
||||
.name = name,
|
||||
});
|
||||
return pp::foundation::Status::success();
|
||||
}
|
||||
|
||||
pp::foundation::Status RecordingCommandContext::bind_texture(
|
||||
std::uint32_t slot,
|
||||
ITexture2D& texture) noexcept
|
||||
@@ -574,6 +598,8 @@ const char* recorded_render_command_kind_name(RecordedRenderCommandKind kind) no
|
||||
return "set_depth_state";
|
||||
case RecordedRenderCommandKind::bind_shader:
|
||||
return "bind_shader";
|
||||
case RecordedRenderCommandKind::set_shader_uniform:
|
||||
return "set_shader_uniform";
|
||||
case RecordedRenderCommandKind::bind_texture:
|
||||
return "bind_texture";
|
||||
case RecordedRenderCommandKind::bind_sampler:
|
||||
|
||||
Reference in New Issue
Block a user