update #include, but the codes can't compile.

This commit is contained in:
hyzboy 2023-07-22 12:16:26 +08:00
parent dd047c1644
commit 51a6da3d9f
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GPG Key ID: 067EE4525D4FB6D3
8 changed files with 16 additions and 15 deletions

2
CMCore

@ -1 +1 @@
Subproject commit b43c236894f0740591d38916411b4bbd83bf351a
Subproject commit b0d404bb11e83511b553c14960f5b67066d365bb

@ -1 +1 @@
Subproject commit 1199a44dd3138eb0e65bf464b5e221c8a405ab80
Subproject commit 07bc3effc35dac639f40521c3fc58f0ed00faaf3

2
CMUtil

@ -1 +1 @@
Subproject commit 9ed3f1b6c33a881e8cca30313294f16c44fce368
Subproject commit 31033215854f68b2c3b690cc215423dd6b44856c

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@ -1,7 +1,7 @@
#ifndef HGL_GRAPH_SCENE_NODE_INCLUDE
#define HGL_GRAPH_SCENE_NODE_INCLUDE
#include<hgl/type/List.h>
#include<hgl/type/ObjectList.h>
#include<hgl/graph/SceneOrient.h>
#include<hgl/graph/VK.h>
#include<hgl/graph/AABB.h>

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@ -3,6 +3,7 @@
#include<hgl/graph/VK.h>
#include<hgl/type/Map.h>
#include<hgl/type/ObjectList.h>
#include<hgl/type/SortedSets.h>
VK_NAMESPACE_BEGIN
class DeviceBuffer;

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@ -2,7 +2,7 @@
#define HGL_GRAPH_VULKAN_INSTANCE_INCLUDE
#include<hgl/type/String.h>
#include<hgl/type/List.h>
#include<hgl/type/ObjectList.h>
#include<hgl/platform/Window.h>
#include<hgl/graph/VKPhysicalDevice.h>
#include<hgl/graph/VKDebugOut.h>

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@ -13,7 +13,7 @@
#include<hgl/graph/VertexAttribData.h>
#include<hgl/graph/VKRenderable.h>
#include<hgl/graph/font/TextPrimitive.h>
#include<hgl/type/ResManage.h>
#include<hgl/type/ObjectManage.h>
#include<hgl/shadergen/MaterialCreateInfo.h>
#include<hgl/graph/VKDescriptorBindingManage.h>
@ -43,14 +43,14 @@ class RenderResource
Map<AnsiString,Material *> material_by_name;
Map<OSString,Texture *> texture_by_name;
IDResManage<MaterialID, Material> rm_material; ///<材质合集
IDResManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
IDResManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
IDResManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
IDResManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
IDResManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
IDResManage<TextureID, Texture> rm_textures; ///<纹理合集
IDResManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
IDObjectManage<MaterialID, Material> rm_material; ///<材质合集
IDObjectManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
IDObjectManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
IDObjectManage<TextureID, Texture> rm_textures; ///<纹理合集
IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
public:

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@ -133,7 +133,7 @@ void MaterialRenderList::Stat()
RenderNode *rn=rn_list.GetData();
ri_list.ClearData();
ri_list.PreMalloc(count);
ri_list.PreAlloc(count);
mi_set.ClearData();