[WIP]
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@@ -52,6 +52,9 @@ protected:
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virtual bool ProcLayout(){return(true);}
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virtual bool ProcInput(ShaderCreateInfo *);
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virtual bool IsEmptyOutput()const=0;
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virtual void GetOutputStrcutString(AnsiString &){}
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virtual bool ProcOutput();
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virtual bool ProcStruct();
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@@ -11,10 +11,13 @@ class ShaderCreateInfoFragment:public ShaderCreateInfo
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protected:
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bool IsEmptyOutput()const override{return false;/*这个返回啥无所谓,因为Fragment Shader走自己的ProcOutput*/ }
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bool ProcOutput() override;
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void AddMaterialInstanceOutput() override{};
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public:
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ShaderDescriptorInfo *GetSDI()override{return &fsdi;}
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public:
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@@ -13,6 +13,9 @@ class ShaderCreateInfoGeometry:public ShaderCreateInfo
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uint32_t max_vertices;
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public:
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bool IsEmptyOutput()const override{return gsdi.IsEmptyOutput();}
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void GetOutputStrcutString(AnsiString &str) override;
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ShaderDescriptorInfo *GetSDI()override{return &gsdi;}
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@@ -13,6 +13,9 @@ namespace hgl
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bool ProcSubpassInput();
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bool ProcInput(ShaderCreateInfo *) override;
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bool IsEmptyOutput()const override{return vsdi.IsEmptyOutput();}
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void GetOutputStrcutString(AnsiString &str) override;
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public:
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@@ -80,6 +80,9 @@ public:
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IArray &GetInput(){return input;}
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OArray &GetOutput(){return output;}
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const bool IsEmptyInput()const{return input.IsEmpty();}
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const bool IsEmptyOutput()const{return output.IsEmpty();}
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};//class CustomShaderDescriptorInfo
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class VertexShaderDescriptorInfo:public CustomShaderDescriptorInfo<VK_SHADER_STAGE_VERTEX_BIT,VIAArray,VIA,SVArray,ShaderVariable >
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