Prim改名为PrimitiveType,ParsePrimName改名为ParsePrimitiveType
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@@ -56,15 +56,15 @@ public:
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public:
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Pipeline *CreatePipeline(Material *,const VIL *,const PipelineData *, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *,const VIL *,const InlinePipeline &, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *,const VIL *,const PipelineData *, const PrimitiveType &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *,const VIL *,const InlinePipeline &, const PrimitiveType &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *mtl, const PipelineData *, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *mtl, const InlinePipeline &, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *mtl, const PipelineData *, const PrimitiveType &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *mtl, const InlinePipeline &, const PrimitiveType &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const PipelineData *, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const PrimitiveType &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const PipelineData *, const PrimitiveType &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const PrimitiveType &,const bool prim_restart=false);
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};//class RenderPass
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_RENDER_PASS_INCLUDE
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@@ -16,7 +16,7 @@ struct Material2DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
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public:
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p):MaterialCreateConfig(da,name,p)
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Material2DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(da,name,p)
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{
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rt_output.color=1; //输出一个颜色
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rt_output.depth=false; //不输出深度
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@@ -25,8 +25,8 @@ public:
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coordinate_system=CoordinateSystem2D::NDC;
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local_to_world=false;
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if(prim==Prim::SolidRectangles
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||prim==Prim::WireRectangles)
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if(prim==PrimitiveType::SolidRectangles
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||prim==PrimitiveType::WireRectangles)
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position_format=VAT_VEC4;
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else
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position_format=VAT_VEC2;
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@@ -18,7 +18,7 @@ struct Material3DCreateConfig:public MaterialCreateConfig,public Comparator<Mate
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public:
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Material3DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p):MaterialCreateConfig(da,name,p)
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Material3DCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const PrimitiveType &p):MaterialCreateConfig(da,name,p)
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{
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rt_output.color=1; //输出一个颜色
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rt_output.depth=true; //不输出深度
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@@ -25,11 +25,11 @@ struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
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uint32 shader_stage_flag_bit; ///<需要的shader
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Prim prim; ///<图元类型
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PrimitiveType prim; ///<图元类型
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public:
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p)
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const PrimitiveType &p)
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{
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dev_attr=da;
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@@ -24,7 +24,7 @@ public:
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ShaderCreateInfoGeometry(MaterialDescriptorInfo *m):ShaderCreateInfo(){ShaderCreateInfo::Init(&gsdi,m);}
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~ShaderCreateInfoGeometry()override=default;
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bool SetGeom(const Prim &ip,const Prim &op,const uint32_t mv);
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bool SetGeom(const PrimitiveType &ip,const PrimitiveType &op,const uint32_t mv);
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int AddOutput(SVList &);
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int AddOutput(const ShaderVariableType &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
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