Shader ownership
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This commit is contained in:
2026-05-06 11:03:16 +10:00
parent bbbc678c83
commit 8b9e2916df
9 changed files with 461 additions and 337 deletions

View File

@@ -0,0 +1,18 @@
#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
#include <string>
#include <vector>
class ShaderTextureBindings
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);
void CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings);
bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
};