rename and layout codes.
This commit is contained in:
@@ -143,20 +143,20 @@ bool RenderCmdBuffer::BindVAB(Renderable *ri)
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if(!ri)
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return(false);
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const VertexInputData *vid=ri->GetVertexInputData();
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const PrimitiveRenderBuffer *prb=ri->GetRenderBuffer();
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if(vid->vab_count<=0)
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if(prb->vab_count<=0)
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return(false);
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const DrawData *dd=ri->GetDrawData();
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const PrimitiveRenderData *prd=ri->GetRenderData();
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if(dd->vertex_count<=0)
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if(prd->vertex_count<=0)
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return(false);
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vkCmdBindVertexBuffers(cmd_buf,0,vid->vab_count,vid->vab_list,dd->vab_offset);
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vkCmdBindVertexBuffers(cmd_buf,0,prb->vab_count,prb->vab_list,prd->vab_offset);
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if(vid->ibo&&dd->index_count)
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BindIBO(vid->ibo,dd->index_start);
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if(prb->ibo&&prd->index_count)
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BindIBO(prb->ibo,prd->index_start);
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return(true);
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}
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@@ -185,15 +185,15 @@ void RenderCmdBuffer::DrawIndexedIndirect( VkBuffer buffer,
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vkCmdDrawIndexedIndirect(cmd_buf,buffer,offset+i*stride,1,stride);
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}
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void RenderCmdBuffer::Draw(const VertexInputData *vid,const DrawData *dd)
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void RenderCmdBuffer::Draw(const PrimitiveRenderBuffer *prb,const PrimitiveRenderData *prd)
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{
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if(!vid||!dd)
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if(!prb||!prd)
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return;
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if (vid->ibo)
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DrawIndexed(dd->index_count);
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if (prb->ibo)
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DrawIndexed(prd->index_count);
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else
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Draw(dd->vertex_count);
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Draw(prd->vertex_count);
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}
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//void RenderCmdBuffer::DrawIndexed(const IBAccess *iba,const uint32_t instance_count)
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@@ -13,7 +13,7 @@ Material::Material(const AnsiString &n)
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{
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name=n;
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vertex_input_data=nullptr;
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primitive_render_buffer=nullptr;
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shader_maps=new ShaderModuleMap;
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desc_manager=nullptr;
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pipeline_layout_data=nullptr;
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@@ -28,7 +28,7 @@ Material::~Material()
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{
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SAFE_CLEAR(mi_data_manager);
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ReleaseVertexInput(vertex_input_data);
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ReleaseVertexInput(primitive_render_buffer);
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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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@@ -49,22 +49,22 @@ const bool Material::hasSet(const DescriptorSetType &dst)const
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const VIL *Material::GetDefaultVIL()const
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{
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return vertex_input_data->GetDefaultVIL();
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return primitive_render_buffer->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_data->CreateVIL(format_map);
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return primitive_render_buffer->CreateVIL(format_map);
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}
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bool Material::Release(VIL *vil)
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{
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return vertex_input_data->Release(vil);
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return primitive_render_buffer->Release(vil);
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}
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const uint Material::GetVILCount()
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{
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return vertex_input_data->GetInstanceCount();
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return primitive_render_buffer->GetInstanceCount();
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}
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bool Material::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
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@@ -19,12 +19,12 @@ class PrimitiveData
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{
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protected:
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const VIL * vil;
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const VIL * vil;
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uint32_t vertex_count;
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uint32_t vertex_count;
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VABAccess *vab_access;
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IBAccess ib_access;
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VABAccess * vab_access;
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IBAccess ib_access;
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public:
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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_data=GetVertexInput(vert->sdm->GetShaderStageIO().input);
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mtl->primitive_render_buffer=GetVertexInput(vert->sdm->GetShaderStageIO().input);
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}
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{
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@@ -7,7 +7,7 @@
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#include<hgl/log/LogInfo.h>
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VK_NAMESPACE_BEGIN
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VertexInputData::VertexInputData(const uint32_t c,const uint32_t vc,const IBAccess *iba)
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PrimitiveRenderBuffer::PrimitiveRenderBuffer(const uint32_t c,const uint32_t vc,const IBAccess *iba)
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{
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vab_count=c;
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@@ -19,38 +19,38 @@ VertexInputData::VertexInputData(const uint32_t c,const uint32_t vc,const IBAcce
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ibo=nullptr;
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}
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VertexInputData::~VertexInputData()
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PrimitiveRenderBuffer::~PrimitiveRenderBuffer()
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{
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delete[] vab_list;
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}
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const bool VertexInputData::Comp(const VertexInputData *vid)const
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const bool PrimitiveRenderBuffer::Comp(const PrimitiveRenderBuffer *prb)const
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{
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if(!vid)return(false);
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if(!prb)return(false);
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if(vab_count!=vid->vab_count)return(false);
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if(vab_count!=prb->vab_count)return(false);
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for(uint32_t i=0;i<vab_count;i++)
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{
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if(vab_list[i]!=vid->vab_list[i])return(false);
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if(vab_list[i]!=prb->vab_list[i])return(false);
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}
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if(ibo!=vid->ibo)return(false);
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if(ibo!=prb->ibo)return(false);
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return(true);
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}
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Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,VertexInputData *vid,DrawData *dd)
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Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,PrimitiveRenderBuffer *prb,PrimitiveRenderData *prd)
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{
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primitive=r;
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pipeline=p;
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mat_inst=mi;
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vertex_input_data=vid;
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draw_data=dd;
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primitive_render_buffer=prb;
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primitive_render_data=prd;
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}
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DrawData::DrawData(const uint32_t bc,const VkDeviceSize vc,const IBAccess *iba)
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PrimitiveRenderData::PrimitiveRenderData(const uint32_t bc,const uint32_t vc,const IBAccess *iba)
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{
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vab_count=bc;
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@@ -65,26 +65,26 @@ DrawData::DrawData(const uint32_t bc,const VkDeviceSize vc,const IBAccess *iba)
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}
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}
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DrawData::~DrawData()
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PrimitiveRenderData::~PrimitiveRenderData()
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{
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delete[] vab_offset;
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}
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const bool DrawData::Comp(const DrawData *dd)const
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const bool PrimitiveRenderData::Comp(const PrimitiveRenderData *prd)const
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{
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if(!dd)return(false);
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if(!prd)return(false);
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if(vab_count!=dd->vab_count)return(false);
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if(vab_count!=prd->vab_count)return(false);
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for(uint i=0;i<vab_count;i++)
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{
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if(vab_offset[i]!=dd->vab_offset[i])return(false);
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if(vab_offset[i]!=prd->vab_offset[i])return(false);
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}
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if(vertex_count!=dd->vertex_count)return(false);
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if(vertex_count!=prd->vertex_count)return(false);
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if(index_start!=dd->index_start)return(false);
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if(index_count!=dd->index_count)return(false);
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if(index_start!=prd->index_start)return(false);
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if(index_count!=prd->index_count)return(false);
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return(true);
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}
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@@ -106,10 +106,11 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
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const IBAccess *iba=prim->GetIBAccess();
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VertexInputData *vid=new VertexInputData(input_count,prim->GetVertexCount(),iba);
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DrawData *dd=new DrawData(input_count,prim->GetVertexCount(),iba);
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PrimitiveRenderBuffer * prb=new PrimitiveRenderBuffer( input_count,prim->GetVertexCount(),iba);
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PrimitiveRenderData * prd=new PrimitiveRenderData( input_count,prim->GetVertexCount(),iba);
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const VertexInputFormat *vif=vil->GetVIFList(VertexInputGroup::Basic);
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VABAccess *vab_access;
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for(uint i=0;i<input_count;i++)
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@@ -145,11 +146,11 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
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return(nullptr);
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}
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dd->vab_offset[i]=vab_access->start;
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vid->vab_list[i]=vab_access->vab->GetBuffer();
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prd->vab_offset[i]=vab_access->start;
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prb->vab_list[i]=vab_access->vab->GetBuffer();
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++vif;
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}
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return(new Renderable(prim,mi,p,vid,dd));
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return(new Renderable(prim,mi,p,prb,prd));
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}
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VK_NAMESPACE_END
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