tests cmdBuffer now binds each state individually
More flexible rather than all at once
diff --git a/tests/xglrenderframework.h b/tests/xglrenderframework.h
index 4e1f99a..cbf4850 100644
--- a/tests/xglrenderframework.h
+++ b/tests/xglrenderframework.h
@@ -126,9 +126,7 @@
void BindDescriptorSet(XGL_DESCRIPTOR_SET descriptorSet);
void BindVertexBuffer(XglConstantBufferObj *vertexBuffer, XGL_UINT offset, XGL_UINT binding);
void BindIndexBuffer(XglIndexBufferObj *indexBuffer, XGL_UINT offset);
- void BindState(XGL_RASTER_STATE_OBJECT stateRaster, XGL_VIEWPORT_STATE_OBJECT stateViewport,
- XGL_COLOR_BLEND_STATE_OBJECT colorBlend, XGL_DEPTH_STENCIL_STATE_OBJECT stateDepthStencil,
- XGL_MSAA_STATE_OBJECT stateMsaa);
+ void BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_STATE_OBJECT stateObject);
void Draw(XGL_UINT firstVertex, XGL_UINT vertexCount, XGL_UINT firstInstance, XGL_UINT instanceCount);
void DrawIndexed(XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount);
void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs);