Plumb the computed pipeline state into ComputeFragmentShaderID.

This commit is contained in:
Henrik Rydgård 2022-09-02 22:07:42 +02:00
parent c784c0e94b
commit b84cda2876
14 changed files with 23 additions and 23 deletions

View file

@ -246,7 +246,7 @@ std::string FragmentShaderDesc(const FShaderID &id) {
// Here we must take all the bits of the gstate that determine what the fragment shader will
// look like, and concatenate them together into an ID.
void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pipelineState, const Draw::Bugs &bugs) {
FShaderID id;
if (gstate.isModeClear()) {
// We only need one clear shader, so let's ignore the rest of the bits.