used newly ShaderAttributeArray
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@@ -21,7 +21,7 @@ class ShaderResource
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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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virtual ~ShaderResource();
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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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@@ -29,11 +29,11 @@ public:
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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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ShaderAttributeList & GetInputs () {return stage_io.input;}
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// ShaderAttributeList & GetOutputs () {return stage_io.output;}
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ShaderAttributeArray & GetInputs () {return stage_io.input;}
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// ShaderAttributeArray & GetOutputs () {return stage_io.output;}
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const uint GetInputCount ()const {return stage_io.input.GetCount();}
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// const uint GetOutputCount ()const {return stage_io.output.GetCount();}
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const uint GetInputCount ()const {return stage_io.input.count;}
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// const uint GetOutputCount ()const {return stage_io.output.count;}
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const ShaderAttribute * GetInput (const AnsiString &)const;
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const int GetInputBinding (const AnsiString &)const;
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