Latte: Refactor legacy OpenGL code for shader binding

This commit is contained in:
Exzap 2023-12-07 13:50:16 +01:00
parent dee764473d
commit 646835346c
14 changed files with 25 additions and 81 deletions

View file

@ -1090,17 +1090,6 @@ RendererShader* VulkanRenderer::shader_create(RendererShader::ShaderType type, u
return new RendererShaderVk(type, baseHash, auxHash, isGameShader, isGfxPackShader, source);
}
void VulkanRenderer::shader_bind(RendererShader* shader)
{
// does nothing on Vulkan
// remove from main render backend and internalize into GL backend
}
void VulkanRenderer::shader_unbind(RendererShader::ShaderType shaderType)
{
// does nothing on Vulkan
}
bool VulkanRenderer::CheckDeviceExtensionSupport(const VkPhysicalDevice device, FeatureControl& info)
{
std::vector<VkExtensionProperties> availableDeviceExtensions;