renamed to Renderable from RenderableInstance, renamed to PrimitiveCreater from RenderableCreater
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@@ -1,7 +1,7 @@
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#include<hgl/graph/VKCommandBuffer.h>
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#include<hgl/graph/VKRenderPass.h>
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#include<hgl/graph/VKFramebuffer.h>
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#include<hgl/graph/VKRenderableInstance.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKDeviceAttribute.h>
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#include<hgl/graph/VKPhysicalDevice.h>
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@@ -101,7 +101,7 @@ bool RenderCmdBuffer::BeginRenderPass()
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return(true);
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}
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bool RenderCmdBuffer::BindDescriptorSets(RenderableInstance *ri)
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bool RenderCmdBuffer::BindDescriptorSets(Renderable *ri)
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{
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if(!ri)return(false);
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@@ -145,7 +145,7 @@ bool RenderCmdBuffer::BindDescriptorSets(RenderableInstance *ri)
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return(true);
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}
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bool RenderCmdBuffer::BindVBO(RenderableInstance *ri)
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bool RenderCmdBuffer::BindVBO(Renderable *ri)
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{
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if(!ri)
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return(false);
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@@ -1,6 +1,6 @@
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/VKDevice.h>
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#include<hgl/graph/VKRenderableInstance.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKInlinePipeline.h>
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#include<hgl/graph/VKVertexAttribBuffer.h>
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@@ -84,12 +84,12 @@ Primitive *RenderResource::CreatePrimitive(const uint32_t vertex_count)
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return ro;
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}
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RenderableInstance *RenderResource::CreateRenderableInstance(Primitive *r,MaterialInstance *mi,Pipeline *p)
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Renderable *RenderResource::CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p)
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{
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if(!p||!mi||!r)
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return(nullptr);
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RenderableInstance *ri=VK_NAMESPACE::CreateRenderableInstance(r,mi,p);
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Renderable *ri=VK_NAMESPACE::CreateRenderable(r,mi,p);
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if(ri)
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Add(ri);
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@@ -1,4 +1,4 @@
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#include<hgl/graph/VKRenderableInstance.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKMaterialInstance.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKMaterial.h>
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@@ -8,7 +8,7 @@
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VK_NAMESPACE_BEGIN
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using namespace util;
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RenderableInstance::RenderableInstance(Primitive *r,MaterialInstance *mi,Pipeline *p,const uint32_t count,VkBuffer *bl,VkDeviceSize *bs)
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Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,const uint32_t count,VkBuffer *bl,VkDeviceSize *bs)
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{
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primitive=r;
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pipeline=p;
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@@ -24,7 +24,7 @@ RenderableInstance::RenderableInstance(Primitive *r,MaterialInstance *mi,Pipelin
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buffer_hash=0;
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}
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RenderableInstance::~RenderableInstance()
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Renderable::~Renderable()
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{
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//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
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@@ -32,7 +32,7 @@ RenderableInstance::~RenderableInstance()
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delete[] buffer_size;
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}
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RenderableInstance *CreateRenderableInstance(Primitive *r,MaterialInstance *mi,Pipeline *p)
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Renderable *CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p)
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{
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if(!r||!mi||!p)return(nullptr);
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@@ -92,7 +92,7 @@ RenderableInstance *CreateRenderableInstance(Primitive *r,MaterialInstance *mi,P
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++attr_list;
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}
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RenderableInstance *ri=new RenderableInstance(r,mi,p,input_count,buffer_list,buffer_size);
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Renderable *ri=new Renderable(r,mi,p,input_count,buffer_list,buffer_size);
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buffer_list.Discard();
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buffer_size.Discard();
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return ri;
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@@ -93,7 +93,7 @@ VAB *VertexShaderModule::CreateVAB(const VABConfigInfo *cfg)
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attr->offset =0;
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bind->binding =i; //binding对应在vkCmdBindVertexBuffer中设置的缓冲区的序列号,所以这个数字必须从0开始,而且紧密排列。
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//在RenderableInstance类中,buffer_list必需严格按照本此binding为序列号排列
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//在Renderable类中,buffer_list必需严格按照本此binding为序列号排列
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if(!cfg||!cfg->Get((*si)->name,vac))
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{
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