LoadMaterial use ConstBufferReader
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@@ -11,9 +11,9 @@ struct ShaderDescriptor
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VkDescriptorType desc_type;
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DescriptorSetType set_type;
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uint32_t set;
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uint32_t binding;
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uint32_t stage_flag;
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uint8 set;
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uint8 binding;
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uint32 stage_flag;
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};
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using ShaderDescriptorList=List<ShaderDescriptor *>;
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@@ -39,9 +39,9 @@ class RenderResource
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IDResManage<MaterialID, Material> rm_material; ///<材质合集
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IDResManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
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IDResManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
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IDResManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
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IDResManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
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IDResManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
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IDResManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
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IDResManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
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IDResManage<TextureID, Texture> rm_textures; ///<纹理合集
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IDResManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
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@@ -5,13 +5,14 @@
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#include<hgl/type/List.h>
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#include<hgl/type/StringList.h>
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#include<hgl/graph/VK.h>
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#include<hgl/io/ConstBufferReader.h>
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VK_NAMESPACE_BEGIN
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struct ShaderStage
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{
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AnsiString name;
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uint location;
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uint8 location;
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VertexAttribType type; ///<成份数量(如vec4中的4)
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@@ -51,7 +52,7 @@ public:
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const int GetStageInputBinding(const AnsiString &)const;
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};//class ShaderResource
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ShaderResource *LoadShaderResource(const uint8 *origin_filedata,const int64 filesize);
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ShaderResource *LoadShaderResource(io::ConstBufferReader &);
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struct ShaderModuleCreateInfo:public vkstruct_flag<VkShaderModuleCreateInfo,VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO>
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{
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