增加3D shader
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@@ -52,6 +52,16 @@ class Renderable;
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using CharPointerList=hgl::List<const char *>;
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enum class ShaderType
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{
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Vertex =VK_SHADER_STAGE_VERTEX_BIT,
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TessControl =VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
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TessEval =VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
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Geometry =VK_SHADER_STAGE_GEOMETRY_BIT,
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Fragment =VK_SHADER_STAGE_FRAGMENT_BIT,
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Compute =VK_SHADER_STAGE_COMPUTE_BIT
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};//
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#ifdef _DEBUG
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bool CheckStrideBytesByFormat(); ///<检验所有数据类型长度数组是否符合规则
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#endif//_DEBUG
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@@ -90,7 +90,10 @@ public:
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return(true);
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}
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void PushConstants(VkShaderStageFlagBits stage_flags,uint32_t offset,uint32_t size,const void *pValues){vkCmdPushConstants(cmd_buf,pipeline_layout,stage_flags,offset,size,pValues);}
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void PushConstants(ShaderType shader_type,uint32_t offset,uint32_t size,const void *pValues)
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{
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vkCmdPushConstants(cmd_buf,pipeline_layout,(VkShaderStageFlagBits)shader_type,offset,size,pValues);
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}
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bool Bind(Renderable *);
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