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@ -41,6 +41,13 @@ namespace material_file
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char filename[HGL_MAX_PATH];
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char filename[HGL_MAX_PATH];
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uint32_t shader_stage_flag_bits;
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uint32_t shader_stage_flag_bits;
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const char *codes;
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uint code_length;
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//为什么不使用AnsiString保存ubo shader codes ?
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// 1.MaterialFileData中使用UBODataList也就是List<UBOData>,会出现问题
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// 2.后台将所有UBO文件缓存,所以只传递过来一个char *即可
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};
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};
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using UBODataList=List<UBOData>;
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using UBODataList=List<UBOData>;
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