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[Metal] Don't forget the bound ResourceSets when a new Pipeline is set.
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mellinoe committed Mar 24, 2018
1 parent 60f97bb commit 6b9692e
Showing 1 changed file with 0 additions and 2 deletions.
2 changes: 0 additions & 2 deletions src/Veldrid/MTL/MTLCommandList.cs
Expand Up @@ -263,7 +263,6 @@ protected override void SetPipelineCore(Pipeline pipeline)
_computeResourceSetCount = (uint)_computePipeline.ResourceLayouts.Length;
Util.EnsureArrayMinimumSize(ref _computeResourceSets, _computeResourceSetCount);
Util.EnsureArrayMinimumSize(ref _computeResourceSetsActive, _computeResourceSetCount);
Util.ClearArray(_computeResourceSets);
Util.ClearArray(_computeResourceSetsActive);
_computePipelineChanged = true;
}
Expand All @@ -273,7 +272,6 @@ protected override void SetPipelineCore(Pipeline pipeline)
_graphicsResourceSetCount = (uint)_graphicsPipeline.ResourceLayouts.Length;
Util.EnsureArrayMinimumSize(ref _graphicsResourceSets, _graphicsResourceSetCount);
Util.EnsureArrayMinimumSize(ref _graphicsResourceSetsActive, _graphicsResourceSetCount);
Util.ClearArray(_graphicsResourceSets);
Util.ClearArray(_graphicsResourceSetsActive);

_vertexBufferCount = _graphicsPipeline.VertexBufferCount;
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