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authorEgor Yusov <egor.yusov@gmail.com>2019-02-21 17:12:03 +0000
committerEgor Yusov <egor.yusov@gmail.com>2019-02-21 17:12:03 +0000
commit01b7a5ff496b155f9b0fa610262cd888a30293cc (patch)
tree24bcd70401768606e460adf9f739c1868a1a6240 /Graphics/GraphicsEngine
parentNot accessing program pipeline when separate shaders are not supported in GL ... (diff)
downloadDiligentCore-01b7a5ff496b155f9b0fa610262cd888a30293cc.tar.gz
DiligentCore-01b7a5ff496b155f9b0fa610262cd888a30293cc.zip
Fixed SRBs with non-separable shaders in GL back-end
Diffstat (limited to 'Graphics/GraphicsEngine')
-rw-r--r--Graphics/GraphicsEngine/interface/PipelineState.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/Graphics/GraphicsEngine/interface/PipelineState.h b/Graphics/GraphicsEngine/interface/PipelineState.h
index 9dc585c7..4bbbbe9e 100644
--- a/Graphics/GraphicsEngine/interface/PipelineState.h
+++ b/Graphics/GraphicsEngine/interface/PipelineState.h
@@ -177,9 +177,6 @@ public:
/// \param [in] pResourceMapping - Pointer to the resource mapping interface.
/// \param [in] Flags - Additional flags. See Diligent::BIND_SHADER_RESOURCES_FLAGS.
- /// \remarks For older OpenGL devices that do not support program pipelines
- /// (OpenGL4.1-, OpenGLES3.0-). This function is the only way to bind
- /// shader resources.
virtual void BindShaderResources( IResourceMapping* pResourceMapping, Uint32 Flags ) = 0;
/// Creates a shader resource binding object