Metal: Use p_set_index when binding uniforms, to use correct data

This commit is contained in:
Stuart Carnie 2025-03-06 06:29:49 +11:00
parent 134da37497
commit a4fb68f43e
2 changed files with 5 additions and 5 deletions

View file

@ -800,7 +800,7 @@ public:
void bind_uniforms(MDShader *p_shader, MDCommandBuffer::RenderState &p_state, uint32_t p_set_index);
void bind_uniforms(MDShader *p_shader, MDCommandBuffer::ComputeState &p_state, uint32_t p_set_index);
BoundUniformSet &bound_uniform_set(MDShader *p_shader, id<MTLDevice> p_device, ResourceUsageMap &p_resource_usage);
BoundUniformSet &bound_uniform_set(MDShader *p_shader, id<MTLDevice> p_device, ResourceUsageMap &p_resource_usage, uint32_t p_set_index);
};
class API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) MDPipeline {