renderer: share graphics resource preparation across shader stages

This commit is contained in:
nmzik
2026-09-13 07:10:36 +04:00
parent 00a16f3120
commit 6d1ba5870a
3 changed files with 20 additions and 33 deletions
+1 -3
View File
@@ -176,9 +176,7 @@ private:
[[nodiscard]] TextureBinding ResolveTexture(const ShaderRecompiler::IR::ImageResource& resource,
const ShaderRecompiler::IR::DescriptorValue& value);
[[nodiscard]] GraphicsBindings PrepareGraphicsBindings(const ShaderStageRuntime& vertex,
const ShaderStageRuntime& pixel,
bool pixel_active);
void PrepareGraphicsBindings(std::span<PreparedBindings* const> stages);
void ResolveRenderColorTarget(CommandBuffer& buffer, RenderColorInfo& target,
uint32_t render_target_slice_offset, uint32_t render_target_slot,
bool ignore_target_mask = false, bool exact_format = false);