How to set a GraphicPipline with multiple QRhiShaderResourceBindings sets?
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Hi All,
I'm using RHI for a 3d application. The fragment shaders have the textures with two sets, like
layout(set=0 binding=0) uniform sampler2D texture0; layout(set=1 binding=0) uniform sampler2D texture1;
The texture0 stores a huge size of common data for planty of objects, while texture1 is the data for each object. I want to use a QRhiShaderResourceBindings srb0 for set=0, which is applied for all the objects. For each object, a different srb1 is used for each object. However, the graphic pipeline has only one function:
pipeline->setShaderResourceBindings(srb0.get());
I have also not found any place to specifiy the number of set in QRhiShaderResourceBindings.
I want to ask if there is any way solve this problem?Many thanks in advance.