Fix order of binding encoding

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Viktor Zoutman 2021-07-01 09:28:10 +02:00 committed by GitHub
parent 4f7f0dc209
commit d7b4775bba
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@ -677,7 +677,6 @@ void MVKGraphicsResourcesCommandEncoderState::encodeBindings(MVKShaderStage stag
encodeMetalArgumentBuffer(stage);
auto& shaderStage = _shaderStageResourceBindings[stage];
encodeBinding<MVKMTLBufferBinding>(shaderStage.bufferBindings, shaderStage.areBufferBindingsDirty, bindBuffer);
if (shaderStage.swizzleBufferBinding.isDirty) {
@ -710,6 +709,7 @@ void MVKGraphicsResourcesCommandEncoderState::encodeBindings(MVKShaderStage stag
bindImplicitBuffer(_cmdEncoder, shaderStage.viewRangeBufferBinding, viewRange.contents());
}
encodeBinding<MVKMTLBufferBinding>(shaderStage.bufferBindings, shaderStage.areBufferBindingsDirty, bindBuffer);
encodeBinding<MVKMTLTextureBinding>(shaderStage.textureBindings, shaderStage.areTextureBindingsDirty, bindTexture);
encodeBinding<MVKMTLSamplerStateBinding>(shaderStage.samplerStateBindings, shaderStage.areSamplerStateBindingsDirty, bindSampler);
}