[WIP] next step is ShaderCreateInfo::ProcOutput
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@@ -1,20 +1,30 @@
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#pragma once
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#pragma once
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#include<hgl/shadergen/ShaderCreateInfo.h>
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#include<hgl/shadergen/ShaderDescriptorInfo.h>
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namespace hgl{namespace graph{
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class ShaderCreateInfoGeometry:public ShaderCreateInfo
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{
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GeometryShaderDescriptorInfo gsdi;
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AnsiString input_prim;
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AnsiString output_prim;
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uint32_t max_vertices;
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uint32_t max_vertices;
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public:
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ShaderCreateInfoGeometry(MaterialDescriptorInfo *m):ShaderCreateInfo(VK_SHADER_STAGE_GEOMETRY_BIT,m){}
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~ShaderCreateInfoGeometry()=default;
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ShaderDescriptorInfo *GetSDI()override{return &gsdi;}
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public:
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ShaderCreateInfoGeometry(MaterialDescriptorInfo *m):ShaderCreateInfo(){ShaderCreateInfo::Init(&gsdi,m);}
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~ShaderCreateInfoGeometry()override=default;
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bool SetGeom(const Prim &ip,const Prim &op,const uint32_t mv);
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int AddOutput(const ShaderVariableType &type,const AnsiString &name,Interpolation inter=Interpolation::Smooth);
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void AddMaterialInstanceOutput() override;
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bool ProcLayout() override;
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};
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