completed AutoMergeMaterialInstance,test ok. next step is to support texture2d array
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@@ -70,13 +70,14 @@ public:
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const bool hasSet (const DescriptorSetType &type)const;
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const VIL * GetDefaultVIL()const;
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VIL * CreateVIL(const VILConfig *format_map=nullptr);
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bool Release(VIL *);
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const uint GetVILCount();
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public:
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const bool HasMI ()const{return !mi_data_bytes;}
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const bool HasMI ()const{return mi_data_bytes>0;}
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const uint32_t GetMIDataBytes ()const{return mi_data_bytes;}
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const uint32_t GetMIMaxCount ()const{return mi_max_count;}
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@@ -53,9 +53,13 @@ public:
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const VkExtent2D & GetGranularity()const{return granularity;}
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public:
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Pipeline *CreatePipeline(Material *,const VIL *,const PipelineData *, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *,const VIL *,const InlinePipeline &, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *mtl, const PipelineData *, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(Material *mtl, const InlinePipeline &, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const PipelineData *, const Prim &,const bool prim_restart=false);
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Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &,const bool prim_restart=false);
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@@ -56,7 +56,7 @@ constexpr const ShaderBufferSource SBS_LocalToWorld=
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constexpr const char MaterialInstanceStruct[]="MaterialInstance";
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constexpr const ShaderBufferSource SBS_MaterialInstanceData=
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constexpr const ShaderBufferSource SBS_MaterialInstance=
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{
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"MaterialInstanceData",
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"mtl",
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