reanmed to ShaderAttribute instead of ShaderStage
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@@ -73,7 +73,7 @@ class Semaphore;
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struct PipelineLayoutData;
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class DescriptorSet;
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struct ShaderStage;
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struct ShaderAttribute;
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class ShaderResource;
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class ShaderModule;
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@@ -60,7 +60,7 @@ class VertexShaderModule:public ShaderModule
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uint32_t attr_count;
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VAT *type_list;
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const char **name_list;
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ShaderStage **ssi_list;
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ShaderAttribute **ssi_list;
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private:
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@@ -75,9 +75,9 @@ public:
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* 获取输入流绑定点,需要注意的时,这里获取的binding并非是shader中的binding/location,而是绑定顺序的序列号。对应vkCmdBindVertexBuffer的缓冲区序列号
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*/
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const int GetStageInputBinding(const AnsiString &name)const{return shader_resource->GetStageInputBinding(name);}
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const ShaderStage * GetStageInput (const AnsiString &name)const{return shader_resource->GetStageInput(name);}
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const ShaderAttribute * GetStageInput (const AnsiString &name)const{return shader_resource->GetStageInput(name);}
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const uint GetStageInputCount () const{return shader_resource->GetStageInputCount();}
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const ShaderStageList & GetStageInputs () const{return shader_resource->GetStageInputs();}
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const ShaderAttributeList & GetStageInputs () const{return shader_resource->GetStageInputs();}
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//const uint32_t GetAttrCount()const{return attr_count;}
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@@ -16,27 +16,26 @@ class ShaderResource
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const void *spv_data;
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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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ShaderStageIO stage_io;
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public:
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ShaderResource(const VkShaderStageFlagBits &,const void *,const uint32);
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virtual ~ShaderResource()=default;
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const VkShaderStageFlagBits GetStage ()const {return stage_flag;}
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const char * GetStageName ()const {return GetShaderStageName(stage_flag);}
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const VkShaderStageFlagBits GetStageFlagBit ()const {return stage_flag;}
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const char * GetStageFlagName ()const {return GetShaderStageName(stage_flag);}
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const uint32_t * GetCode ()const {return (uint32_t *)spv_data;}
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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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ShaderAttributeList & GetStageInputs () {return stage_io.input;}
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// ShaderAttributeList & GetStageOutputs () {return stage_io.output;}
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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 GetStageInputCount ()const {return stage_io.input.GetCount();}
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// const uint GetStageOutputCount ()const {return stage_io.output.GetCount();}
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const ShaderStage * GetStageInput (const AnsiString &)const;
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const ShaderAttribute * GetStageInput (const AnsiString &)const;
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const int GetStageInputBinding(const AnsiString &)const;
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};//class ShaderResource
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