7#ifdef VISUTWIN_HAS_VULKAN
13 void VulkanUniformBinder::resetPassState()
15 _materialBoundThisPass =
false;
16 _lastBoundMaterial =
nullptr;
19 bool VulkanUniformBinder::isMaterialChanged(
const Material* mat)
const
21 return !_materialBoundThisPass || mat != _lastBoundMaterial;
Base class for GPU materials — owns uniform data, texture bindings, blend/depth state,...