used "uint32_t *" for SPVDATA
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@ -224,7 +224,7 @@ public: //shader & material
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MaterialParameters *CreateMP(const MaterialDescriptorSets *,const PipelineLayoutData *,const DescriptorSetType &);
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MaterialParameters *CreateMP(Material *,const DescriptorSetType &);
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ShaderModule *CreateShaderModule(VkShaderStageFlagBits,const void *,const size_t);
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ShaderModule *CreateShaderModule(VkShaderStageFlagBits,const uint32_t *,const size_t);
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Material *CreateMaterial(const UTF8String &mtl_name,ShaderModuleMap *shader_maps,MaterialDescriptorSets *,VertexInput *);
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@ -88,7 +88,7 @@ public: // VBO/VAO
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public: //Material
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const ShaderModule *CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const void *spv_data,const size_t spv_size);
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const ShaderModule *CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size);
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Material * CreateMaterial(const OSString &);
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Material * CreateMaterial(const hgl::shadergen::MaterialCreateInfo *);
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@ -13,14 +13,14 @@ class ShaderResource
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{
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VkShaderStageFlagBits stage_flag;
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const void *spv_data;
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const uint32_t *spv_data;
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uint32 spv_size;
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ShaderStageIO stage_io;
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public:
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ShaderResource(const VkShaderStageFlagBits &,const void *,const uint32);
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ShaderResource(const VkShaderStageFlagBits &,const uint32_t *,const uint32);
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virtual ~ShaderResource();
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const VkShaderStageFlagBits GetStage ()const {return stage_flag;}
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@ -7,14 +7,14 @@ struct ShaderModuleCreateInfo:public vkstruct_flag<VkShaderModuleCreateInfo,VK_S
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{
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public:
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ShaderModuleCreateInfo(const void *spv_data,const size_t spv_size)
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ShaderModuleCreateInfo(const uint32_t *spv_data,const size_t spv_size)
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{
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codeSize=spv_size;
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pCode =(const uint32_t *)spv_data;
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pCode =spv_data;
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}
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};//struct ShaderModuleCreateInfo
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ShaderModule *GPUDevice::CreateShaderModule(VkShaderStageFlagBits shader_stage,const void *spv_data,const size_t spv_size)
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ShaderModule *GPUDevice::CreateShaderModule(VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size)
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{
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if(!spv_data||spv_size<4)return(nullptr);
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@ -38,7 +38,7 @@ VK_NAMESPACE_BEGIN
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}
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}//namespcae
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ShaderResource::ShaderResource(const VkShaderStageFlagBits &flag,const void *sd,const uint32 size)
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ShaderResource::ShaderResource(const VkShaderStageFlagBits &flag,const uint32_t *sd,const uint32 size)
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{
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stage_flag=flag;
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spv_data=sd;
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@ -94,7 +94,7 @@ VK_NAMESPACE_BEGIN
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cbr.CastRead<uint32>(flag);
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cbr.Read(spv_size);
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ShaderResource *sr=new ShaderResource(flag,cbr.CurPointer(),spv_size);
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ShaderResource *sr=new ShaderResource(flag,(const uint32_t *)cbr.CurPointer(),spv_size);
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cbr.Skip(spv_size);
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