completed AutoMergeMaterialInstance,test ok. next step is to support texture2d array
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@@ -6,6 +6,9 @@
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#include<hgl/type/ActiveMemoryBlockManager.h>
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VK_NAMESPACE_BEGIN
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void ReleaseVertexInput(VertexInput *vi);
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Material::Material(const AnsiString &n)
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{
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name=n;
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@@ -25,7 +28,7 @@ Material::~Material()
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{
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SAFE_CLEAR(mi_data_manager);
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SAFE_CLEAR(vertex_input);
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ReleaseVertexInput(vertex_input);
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delete shader_maps; //不用SAFE_CLEAR是因为这个一定会有
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SAFE_CLEAR(desc_manager);
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SAFE_CLEAR(pipeline_layout_data);
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@@ -44,6 +47,11 @@ const bool Material::hasSet(const DescriptorSetType &dst)const
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return desc_manager->hasSet(dst);
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}
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const VIL *Material::GetDefaultVIL()const
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{
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return vertex_input->GetDefaultVIL();
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}
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VIL *Material::CreateVIL(const VILConfig *format_map)
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{
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return vertex_input->CreateVIL(format_map);
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@@ -78,6 +78,16 @@ Pipeline *RenderPass::CreatePipeline(Material *mtl,const VIL *vil,const InlinePi
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return CreatePipeline(mtl,vil,GetPipelineData(ip),prim,prim_restart);
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}
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Pipeline *RenderPass::CreatePipeline(Material *mtl,const PipelineData *pd, const Prim &prim,const bool prim_restart)
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{
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return CreatePipeline(mtl,mtl->GetDefaultVIL(),pd,prim,prim_restart);
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}
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Pipeline *RenderPass::CreatePipeline(Material *mtl,const InlinePipeline &ip, const Prim &prim,const bool prim_restart)
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{
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return CreatePipeline(mtl,mtl->GetDefaultVIL(),ip,prim,prim_restart);
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}
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Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
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{
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if(!mi)return(nullptr);
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@@ -124,7 +124,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
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ShaderCreateInfoVertex *vert=mci->GetVS();
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if(vert)
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mtl->vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
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mtl->vertex_input=GetVertexInput(vert->sdm->GetShaderStageIO().input);
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}
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{
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