add CreatePipeline functions at RenderTarget,remove other they at other places.
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@@ -16,7 +16,6 @@
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VK_NAMESPACE_BEGIN
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using MaterialID =int;
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using MaterialInstanceID =int;
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using PipelineID =int;
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using BufferID =int;
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using DescriptorSetsID =int;
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using RenderableID =int;
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@@ -39,7 +38,6 @@ class RenderResource
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IDResManage<MaterialID, Material> rm_material; ///<材质合集
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IDResManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
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IDResManage<PipelineID, Pipeline> rm_pipeline; ///<管线合集
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IDResManage<DescriptorSetsID, DescriptorSets> rm_desc_sets; ///<描述符合集
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IDResManage<RenderableID, Renderable> rm_renderables; ///<可渲染对象合集
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IDResManage<BufferID, GPUBuffer> rm_buffers; ///<顶点缓冲区合集
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@@ -56,7 +54,6 @@ public: //Add
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MaterialID Add(Material * mtl ){return rm_material.Add(mtl);}
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MaterialInstanceID Add(MaterialInstance * mi ){return rm_material_instance.Add(mi);}
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PipelineID Add(Pipeline * p ){return rm_pipeline.Add(p);}
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DescriptorSetsID Add(DescriptorSets * ds ){return rm_desc_sets.Add(ds);}
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RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
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BufferID Add(GPUBuffer * buf ){return rm_buffers.Add(buf);}
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@@ -98,13 +95,6 @@ public: //Material
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Material * CreateMaterial(const OSString &);
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MaterialInstance * CreateMaterialInstance(Material *);
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MaterialInstance * CreateMaterialInstance(const OSString &);
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Pipeline * CreatePipeline(Material *, RenderTarget *,const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline * CreatePipeline(MaterialInstance *, RenderTarget *,const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline * CreatePipeline(Material *, RenderTarget *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline * CreatePipeline(MaterialInstance *, RenderTarget *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline * CreatePipeline(Material *, RenderTarget *,const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Pipeline * CreatePipeline(MaterialInstance *, RenderTarget *,const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
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Renderable * CreateRenderable(const uint32_t vertex_count=0);
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TextRenderable * CreateTextRenderable(Material *);
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@@ -121,7 +111,6 @@ public: //Get
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Material * GetMaterial (const MaterialID &id){return rm_material.Get(id);}
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MaterialInstance * GetMaterialInstance (const MaterialInstanceID &id){return rm_material_instance.Get(id);}
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Pipeline * GetPipeline (const PipelineID &id){return rm_pipeline.Get(id);}
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DescriptorSets * GetDescSets (const DescriptorSetsID &id){return rm_desc_sets.Get(id);}
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Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
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GPUBuffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
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