used ActiveMemoryBlockManager to manage data of material instances in Material class.
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@@ -2,6 +2,7 @@
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#include<hgl/graph/VKMaterialInstance.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKShaderModule.h>
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#include<hgl/type/ActiveMemoryBlockManager.h>
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VK_NAMESPACE_BEGIN
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MaterialInstance *Material::CreateMI(const VILConfig *vil_cfg)
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@@ -10,14 +11,48 @@ MaterialInstance *Material::CreateMI(const VILConfig *vil_cfg)
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if(!vil)return(nullptr);
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return(new MaterialInstance(this,vil));
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int mi_id=-1;
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if(mi_data_manager)
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mi_data_manager->GetOrCreate(&mi_id,1);
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else
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mi_id=-1;
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return(new MaterialInstance(this,vil,mi_id));
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}
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MaterialInstance::MaterialInstance(Material *mtl,VIL *v)
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void Material::ReleaseMI(int mi_id)
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{
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if(mi_id<0||!mi_data_manager)return;
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mi_data_manager->Release(&mi_id,1);
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}
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void *Material::GetMIData(int id)
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{
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if(!mi_data_manager)
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return(nullptr);
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return mi_data_manager->GetData(id);
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}
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void MaterialInstance::WriteMIData(const void *data,const int size)
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{
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if(!data||size<=0||size>material->GetMIDataBytes())return;
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void *tp=GetMIData();
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if(tp)
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memcpy(tp,data,size);
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}
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MaterialInstance::MaterialInstance(Material *mtl,VIL *v,const int id)
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{
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material=mtl;
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vil=v;
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mi_id=id;
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}
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bool MaterialInstance::BindUBO(const DescriptorSetType &type,const AnsiString &name,DeviceBuffer *ubo,bool dynamic)
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