add ShaderDataSourceType and ShaderDataSource enum class
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@ -6,6 +6,26 @@
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#include<hgl/graph/VKStruct.h>
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#include<hgl/graph/VKStruct.h>
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VK_NAMESPACE_BEGIN
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VK_NAMESPACE_BEGIN
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/**
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* Shader数据来源
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*/
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enum class ShaderDataSource
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{
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Global=0, ///<由全局系统提供的数据(如WorldMatrix)
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Private=1, ///<每种材质的私有数据
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};//
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/**
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* Shader数据来源类型
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*/
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enum class ShaderDataSourceType
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{
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Static=0,
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Dynamic,
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Instance
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};
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struct ShaderStage
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struct ShaderStage
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{
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{
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AnsiString name;
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AnsiString name;
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@ -15,6 +35,9 @@ struct ShaderStage
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VkFormat format; ///<对应的Vulkan格式(如vec4对应的FMT_RGBA32F)
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VkFormat format; ///<对应的Vulkan格式(如vec4对应的FMT_RGBA32F)
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uint binding;
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uint binding;
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bool global; ///<是否全局数据
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bool dynamic; ///<是否动态数量
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};//struct ShaderStage
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};//struct ShaderStage
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using ShaderStageList =ObjectList<ShaderStage>;
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using ShaderStageList =ObjectList<ShaderStage>;
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