optimized MaterialRenderList, removed last_vil(pipeline already include vil), don't create assign_buffer if material don't include assign
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@@ -13,7 +13,7 @@ class MaterialRenderList
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GPUDevice *device;
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RenderCmdBuffer *cmd_buf;
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Material *mtl;
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Material *material;
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RenderNodeList rn_list;
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@@ -46,12 +46,10 @@ protected:
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VBOList * vbo_list;
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const VIL * last_vil;
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Pipeline * last_pipeline;
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const VertexInputData * last_vid;
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uint last_index;
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void Bind(MaterialInstance *);
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bool Bind(const VertexInputData *,const uint);
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void Render(RenderItem *);
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@@ -69,6 +69,7 @@ public:
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}
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const bool hasSet (const DescriptorSetType &type)const;
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const bool hasAssign ()const;
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const VIL * GetDefaultVIL()const;
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VIL * CreateVIL(const VILConfig *format_map=nullptr);
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