use Contains instead of IsMember/IsExist
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@@ -41,7 +41,7 @@ public:
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bool hasStruct(const AnsiString &name) const
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{
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return(struct_map.KeyExist(name));
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return(struct_map.ContainsKey(name));
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}
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const UBODescriptor *AddUBO(uint32_t shader_stage_flag_bits,DescriptorSetType set_type,UBODescriptor *sd);
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@@ -15,7 +15,7 @@ public:
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VkShaderStageFlagBits flag=sc->GetShaderStage();
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if(KeyExist(flag))
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if(ContainsKey(flag))
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return(false);
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ObjectMap<VkShaderStageFlagBits,ShaderCreateInfo>::Add(flag,sc);
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@@ -74,7 +74,7 @@ public:
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bool AddInput(I &item){return input.Add(item);}
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bool AddOutput(O &item){return output.Add(item);}
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bool hasInput(const char *name)const{return input.IsMember(name);} ///<是否有指定输入
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bool hasInput(const char *name)const{return input.Contains(name);} ///<是否有指定输入
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public:
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