}
XGL_LAYER_EXPORT void XGLAPI xglCmdBindDescriptorSets(
- XGL_CMD_BUFFER cmdBuffer,
- XGL_PIPELINE_BIND_POINT pipelineBindPoint,
- XGL_DESCRIPTOR_SET_LAYOUT_CHAIN layoutChain,
- uint32_t layoutChainSlot,
- uint32_t count,
- const XGL_DESCRIPTOR_SET* pDescriptorSets,
- const uint32_t* pUserData)
+ XGL_CMD_BUFFER cmdBuffer,
+ XGL_PIPELINE_BIND_POINT pipelineBindPoint,
+ XGL_DESCRIPTOR_SET_LAYOUT_CHAIN layoutChain,
+ uint32_t layoutChainSlot,
+ uint32_t count,
+ const XGL_DESCRIPTOR_SET* pDescriptorSets,
+ const uint32_t* pUserData)
{
// TODO : Somewhere need to verify that all textures referenced by shaders in DS are in some type of *SHADER_READ* state
nextTable.CmdBindDescriptorSets(cmdBuffer, pipelineBindPoint, layoutChain, layoutChainSlot, count, pDescriptorSets, pUserData);