upgraded codes based on newly CM... library.
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@@ -16,7 +16,7 @@ struct ShaderStage
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VertexAttribType type; ///<成份数量(如vec4中的4)
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bool global; ///<是否全局数据
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bool dynamic; ///<是否动态数量
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bool dynamic; ///<是否动态数据
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};//struct ShaderStage
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using ShaderStageList =ObjectList<ShaderStage>;
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@@ -29,7 +29,7 @@ class ShaderResource
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uint32 spv_size;
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ShaderStageList stage_inputs;
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ShaderStageList stage_outputs;
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// ShaderStageList stage_outputs;
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public:
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@@ -43,10 +43,10 @@ public:
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const uint32_t GetCodeSize ()const {return spv_size;}
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ShaderStageList & GetStageInputs () {return stage_inputs;}
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ShaderStageList & GetStageOutputs () {return stage_outputs;}
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// ShaderStageList & GetStageOutputs () {return stage_outputs;}
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const uint GetStageInputCount ()const {return stage_inputs.GetCount();}
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const uint GetStageOutputCount ()const {return stage_outputs.GetCount();}
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// const uint GetStageOutputCount ()const {return stage_outputs.GetCount();}
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const ShaderStage * GetStageInput (const AnsiString &)const;
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const int GetStageInputBinding(const AnsiString &)const;
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