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@ -25,6 +25,8 @@ RenderPass::~RenderPass()
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Pipeline *RenderPass::CreatePipeline(PipelineData *pd,const ShaderStageCreateInfoList &ssci_list,VkPipelineLayout pl,const VIL *vil)
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{
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//以后要做一个缓冲,以Material为基准创建一个pipeline,其它MaterialInstance的pipeline全部以它为基础,这样可以提升性能。
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VkPipeline graphicsPipeline;
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pd->InitShaderStage(ssci_list);
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