newly Primitive/PrimitiveData/PrimitiveCreater, and test OK! can RUN!
This commit is contained in:
@@ -3,6 +3,7 @@
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#include<hgl/graph/VKShaderModule.h>
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#include<hgl/graph/VKVertexAttribBuffer.h>
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#include<hgl/graph/VKIndexBuffer.h>
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#include"VKPrimitiveData.h"
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#ifdef _DEBUG
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#include<hgl/graph/VKDevice.h>
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@@ -11,65 +12,6 @@
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VK_NAMESPACE_BEGIN
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const VkDeviceSize GetVertexCount( PrimitiveData *pd);
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const int GetVABCount( PrimitiveData *pd);
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VABAccess * GetVABAccess( PrimitiveData *pd,const AnsiString &name);
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IBAccess * GetIBAccess( PrimitiveData *pd);
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void Destory( PrimitiveData *pd);
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void Free( PrimitiveData *pd);
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class PrimitivePrivateBuffer:public Primitive
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{
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public:
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using Primitive::Primitive;
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~PrimitivePrivateBuffer() override
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{
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Destory(prim_data);
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}
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friend Primitive *CreatePrimitivePrivate(const AnsiString &,PrimitiveData *);
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};//class PrimitivePrivateBuffer
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class PrimitiveVDM:public Primitive
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{
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VertexDataManager *vdm;
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public:
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PrimitiveVDM(VertexDataManager *_vdm,const AnsiString &pn,PrimitiveData *pd):Primitive(pn,pd)
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{
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vdm=_vdm;
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}
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~PrimitiveVDM() override
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{
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Free(prim_data);
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}
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friend Primitive *CreatePrimitivePrivate(VertexDataManager *,const AnsiString &,PrimitiveData *);
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};//class PrimitiveVDM;
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Primitive *CreatePrimitivePrivate(const AnsiString &name,PrimitiveData *pd)
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{
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if(!pd)return(nullptr);
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if(name.IsEmpty())return(nullptr);
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return(new PrimitivePrivateBuffer(name,pd));
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}
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Primitive *CreatePrimitivePrivate(VertexDataManager *vdm,const AnsiString &name,PrimitiveData *pd)
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{
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if(!vdm)return(nullptr);
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if(!pd)return(nullptr);
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if(name.IsEmpty())return(nullptr);
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return(new PrimitiveVDM(vdm,name,pd));
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}
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//bool Renderable::Set(const int stage_input_binding,VIL *vil,VkDeviceSize offset)
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//{
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// if(stage_input_binding<0||stage_input_binding>=buf_count||!vil)return(false);
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@@ -88,24 +30,35 @@ Primitive *CreatePrimitivePrivate(VertexDataManager *vdm,const AnsiString &name,
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// return(true);
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//}
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const VkDeviceSize Primitive::GetVertexCount()const
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Primitive::Primitive(const AnsiString &pn,PrimitiveData *pd)
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{
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return VK_NAMESPACE::GetVertexCount(prim_data);
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prim_name=pn;
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prim_data=pd;
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}
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const int Primitive::GetVACount()const
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Primitive::~Primitive()
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{
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return GetVABCount(prim_data);
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SAFE_CLEAR(prim_data);
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}
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const VkDeviceSize Primitive::GetVertexCount()const
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{
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return prim_data->GetVertexCount();
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}
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const int Primitive::GetVABCount()const
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{
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return prim_data->GetVABCount();
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}
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VABAccess *Primitive::GetVABAccess(const AnsiString &name)
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{
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return VK_NAMESPACE::GetVABAccess(prim_data,name);
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return prim_data->GetVABAccess(name);
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}
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IBAccess *Primitive::GetIBAccess()
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{
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return VK_NAMESPACE::GetIBAccess(prim_data);
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return prim_data->GetIBAccess();
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}
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VK_NAMESPACE_END
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@@ -1,122 +1,55 @@
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#include"VKPrimitiveData.h"
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#include<hgl/graph/VKVertexInputLayout.h>
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#include<hgl/graph/VKVertexAttribBuffer.h>
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#include<hgl/graph/VKIndexBuffer.h>
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#include<hgl/graph/VKDevice.h>
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VK_NAMESPACE_BEGIN
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struct PrimitiveData
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PrimitiveData::PrimitiveData(const VIL *_vil,const VkDeviceSize vc)
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{
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const VIL * vil;
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vil=_vil;
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VkDeviceSize vertex_count;
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/*
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1.<2E><>ֹ2024.4.27<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>vulkan.gpuinfo.orgͳ<67>ƣ<EFBFBD>ֻ<EFBFBD><D6BB>9%<25><><EFBFBD>豸maxVertexInputAttributesΪ16<31><36><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>16<31><36><EFBFBD>豸<EFBFBD><E8B1B8>
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9.0%<25><><EFBFBD>豸Ϊ28 - 31
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70.7%<25><><EFBFBD>豸Ϊ32
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9.6%<25><><EFBFBD>豸Ϊ64
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vertex_count=vc;
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱû<CAB1>з<EFBFBD><D0B7><EFBFBD><EFBFBD><EFBFBD>Ҫʹ<D2AA><CAB9>16<31><36><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ե<EFBFBD><D4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݶ<EFBFBD>ʹ<EFBFBD><CAB9>16<31><36>
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(<28><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ȥ<EFBFBD><C8A5>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>ٴβ<D9B4>ѯ<EFBFBD><D1AF>ֵ<EFBFBD>Ƿ<EFBFBD><C7B7>ɸijɸ<C4B3><C9B8>ߵ<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD>Լ<EFBFBD><D4BC>Ƿ<EFBFBD><C7B7><EFBFBD>Ҫ)
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vab_access=hgl_zero_new<VABAccess>(_vil->GetCount());
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2.Ϊ<><CEAA>va_nameʹ<65><CAB9>char[][]<5D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>String<6E>Լ<EFBFBD><D4BC><EFBFBD>̬<EFBFBD><CCAC><EFBFBD><EFBFBD><EFBFBD>ڴ棿
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<20><><EFBFBD><EFBFBD>Ϊ<EFBFBD>˱رܶ<D8B1>̬<EFBFBD><CCAC><EFBFBD><EFBFBD><EFBFBD>ڴ棬<DAB4>Լ<EFBFBD><D4BC><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD><D6B1>memcpy<70><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ˴<D4B4><CBB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>塣
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*/
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VABAccess vab_access[HGL_MAX_VERTEX_ATTRIB_COUNT];
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IBAccess ib_access;
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};//struct PrimitiveData
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PrimitiveData *CreatePrimitiveData(const VIL *_vil,const VkDeviceSize vc)
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{
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if(!_vil)return(nullptr);
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if(vc<=0)return(nullptr);
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PrimitiveData *pd=hgl_zero_new<PrimitiveData>();
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pd->vil =_vil;
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pd->vertex_count=vc;
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return(pd);
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hgl_zero(ib_access);
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}
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void Free(PrimitiveData *pd)
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PrimitiveData::~PrimitiveData()
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{
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if(!pd)return;
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delete pd;
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SAFE_CLEAR_ARRAY(vab_access); //注意:这里并不释放VAB,在派生类中释放
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}
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void Destory(PrimitiveData *pd)
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const int PrimitiveData::GetVABCount()const
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{
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if(!pd)return;
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VABAccess *vab=pd->vab_access;
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for(uint32_t i=0;i<pd->vil->GetCount();i++)
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{
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if(vab->vab)
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{
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delete vab->vab;
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vab->vab=nullptr;
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}
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++vab;
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}
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if(pd->ib_access.buffer)
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{
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delete pd->ib_access.buffer;
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pd->ib_access.buffer=nullptr;
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}
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delete pd;
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return vil->GetCount();
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}
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const VkDeviceSize GetVertexCount(PrimitiveData *pd)
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const int PrimitiveData::GetVABIndex(const AnsiString &name) const
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{
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if(!pd)return(0);
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return pd->vertex_count;
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}
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const int GetVABCount(PrimitiveData *pd)
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{
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if(!pd)return(-1);
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if(!pd->vil)return(-2);
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return pd->vil->GetCount();
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}
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int GetVABIndex(const PrimitiveData *pd,const AnsiString &name)
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{
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if(!pd)return(-1);
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if(!pd->vil)return(-1);
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if(name.IsEmpty())return(-1);
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return pd->vil->GetIndex(name);
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return vil->GetIndex(name);
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}
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VABAccess *GetVABAccess(PrimitiveData *pd,const int index)
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VABAccess *PrimitiveData::GetVABAccess(const int index)
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{
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if(!pd)return(nullptr);
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if(!pd->vil)return(nullptr);
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if(index<0||index>=pd->vil->GetCount())return(nullptr);
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if(index<0||index>=vil->GetCount())return(nullptr);
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return pd->vab_access+index;
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return vab_access+index;
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}
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VABAccess *GetVABAccess(PrimitiveData *pd,const AnsiString &name)
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VABAccess *PrimitiveData::GetVABAccess(const AnsiString &name)
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{
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if(!pd)return(nullptr);
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if(!pd->vil)return(nullptr);
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if(name.IsEmpty())return(nullptr);
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const int index=pd->vil->GetIndex(name);
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const int index=vil->GetIndex(name);
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if(index<0)return(nullptr);
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return pd->vab_access+index;
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return vab_access+index;
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}
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//VABAccess *SetVAB(PrimitiveData *pd,const int index,VAB *vab,VkDeviceSize start,VkDeviceSize count)
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@@ -153,11 +86,125 @@ VABAccess *GetVABAccess(PrimitiveData *pd,const AnsiString &name)
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// pd->ib_access.count=ic;
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//}
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IBAccess *GetIBAccess(PrimitiveData *pd)
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namespace
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{
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if(!pd)return(nullptr);
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/**
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* 直接使用GPUDevice创建VAB/IBO,并在释构时释放
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*/
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class PrimitiveDataPrivateBuffer:public PrimitiveData
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{
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GPUDevice *device;
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return &(pd->ib_access);
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public:
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PrimitiveDataPrivateBuffer(GPUDevice *dev,const VIL *_vil,const VkDeviceSize vc):PrimitiveData(_vil,vc)
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{
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device=dev;
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}
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~PrimitiveDataPrivateBuffer()
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{
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VABAccess *vab=vab_access;
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for(uint i=0;i<vil->GetCount();i++)
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{
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if(vab->vab)
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{
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delete vab->vab;
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vab->vab=nullptr;
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}
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++vab;
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}
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if(ib_access.buffer)
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{
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delete ib_access.buffer;
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ib_access.buffer=nullptr;
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}
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}
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IBAccess *InitIBO(const VkDeviceSize index_count,IndexType it) override
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{
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if(!device)return(nullptr);
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if(ib_access.buffer)
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{
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delete ib_access.buffer;
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ib_access.buffer=nullptr;
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}
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ib_access.buffer=device->CreateIBO(it,index_count);
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if(!ib_access.buffer)
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return(nullptr);
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ib_access.start=0;
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ib_access.count=index_count;
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return(&ib_access);
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}
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VABAccess *InitVAB(const AnsiString &name,const VkFormat &format,const void *data,const VkDeviceSize bytes)
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{
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if(!device)return(nullptr);
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if(!vil)return(nullptr);
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if(name.IsEmpty())return(nullptr);
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const int index=vil->GetIndex(name);
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if(index<0||index>=vil->GetCount())
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return(nullptr);
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const VertexInputFormat *vif=vil->GetConfig(index);
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if(!vif)return(nullptr);
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if(vif->format!=format)
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return(nullptr);
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if(data)
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{
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if(vif->stride*vertex_count!=bytes)
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return(nullptr);
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}
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VABAccess *vaba=vab_access+index;
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if(!vaba->vab)
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{
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vaba->vab=device->CreateVAB(format,vertex_count,data);
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if(!vaba->vab)
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return(nullptr);
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vaba->start=0;
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vaba->count=vertex_count;
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}
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else
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{
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vaba->vab->Write(data,vertex_count);
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}
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return vaba;
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}
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};//class PrimitiveDataPrivateBuffer:public PrimitiveData
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/**
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* 使用VertexDataBuffer分配VAB/IBO,在本类析构时归还数据
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*/
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class PrimitiveDataVDM:public PrimitiveData
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{
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};
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}//namespace
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PrimitiveData *CreatePrimitiveData(GPUDevice *dev,const VIL *_vil,const VkDeviceSize vc)
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{
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if(!dev)return(nullptr);
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if(!_vil)return(nullptr);
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if(vc<=0)return(nullptr);
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return(new PrimitiveDataPrivateBuffer(dev,_vil,vc));
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}
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VK_NAMESPACE_END
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VK_NAMESPACE_END
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50
src/SceneGraph/Vulkan/VKPrimitiveData.h
Normal file
50
src/SceneGraph/Vulkan/VKPrimitiveData.h
Normal file
@@ -0,0 +1,50 @@
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#include<hgl/graph/VK.h>
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VK_NAMESPACE_BEGIN
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/*
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1.截止2024.4.27,根据vulkan.gpuinfo.org统计,只有9%的设备maxVertexInputAttributes为16,不存在低于16的设备。
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9.0%的设备为28 - 31
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70.7%的设备为32
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9.6%的设备为64
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由于我们暂时没有发现需要使用16个以上属性的情况,所以这里暂定使用16。
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(如果时间过去久远,可再次查询此值是否可改成更高的值,以及是否需要)
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2.为何va_name使用char[][]而不是String以及动态分配内存?
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就是为了必避动态分配内存,以及可以直接memcpy处理,所以此处这样定义。
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*/
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class PrimitiveData
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{
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protected:
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const VIL * vil;
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VkDeviceSize vertex_count;
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VABAccess *vab_access;
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IBAccess ib_access;
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public:
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PrimitiveData(const VIL *_vil,const VkDeviceSize vc);
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virtual ~PrimitiveData();
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public:
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const VkDeviceSize GetVertexCount ()const{return vertex_count;}
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const int GetVABCount ()const;
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const int GetVABIndex (const AnsiString &name)const;
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VABAccess * GetVABAccess (const int index);
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VABAccess * GetVABAccess (const AnsiString &name);
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IBAccess * GetIBAccess (){return &ib_access;}
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public:
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virtual IBAccess * InitIBO(const VkDeviceSize index_count,IndexType it)=0;
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virtual VABAccess *InitVAB(const AnsiString &name,const VkFormat &format,const void *data,const VkDeviceSize bytes)=0;
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};//class PrimitiveData
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PrimitiveData *CreatePrimitiveData(GPUDevice *dev,const VIL *_vil,const VkDeviceSize vc);
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VK_NAMESPACE_END
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@@ -1,4 +1,4 @@
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKMaterialInstance.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKMaterial.h>
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@@ -51,7 +51,7 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
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const uint32_t input_count=vil->GetCount(VertexInputGroup::Basic); //不统计Bone/LocalToWorld组的
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const UTF8String &mtl_name=mi->GetMaterial()->GetName();
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if(prim->GetVACount()<input_count) //小于材质要求的数量?那自然是不行的
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if(prim->GetVABCount()<input_count) //小于材质要求的数量?那自然是不行的
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{
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LOG_ERROR("[FATAL ERROR] input buffer count of Renderable lesser than Material, Material name: "+mtl_name);
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Block a user