renamed values.
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@@ -20,7 +20,7 @@ struct MaterialCreateConfig
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RenderTargetOutputConfig rt_output; ///<渲染目标输出配置
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uint32 shader_stage; ///<需要的shader
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uint32 shader_stage_flag_bit; ///<需要的shader
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public:
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@@ -30,7 +30,7 @@ public:
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mtl_name=name;
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shader_stage=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
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shader_stage_flag_bit=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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};//struct MaterialCreateConfig
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STD_MTL_NAMESPACE_END
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@@ -38,9 +38,9 @@ namespace hgl{namespace graph
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const AnsiString &GetName ()const{return config->mtl_name;}
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const uint32 GetShaderStage ()const{return config->shader_stage;}
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const uint32 GetShaderStage ()const{return config->shader_stage_flag_bit;}
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bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage&ss;}
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bool hasShader (const VkShaderStageFlagBits ss)const{return config->shader_stage_flag_bit&ss;}
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bool hasVertex ()const{return hasShader(VK_SHADER_STAGE_VERTEX_BIT);}
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// bool hasTessCtrl ()const{return hasShader(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);}
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@@ -63,7 +63,7 @@ namespace hgl{namespace graph
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MaterialCreateInfo(const MaterialCreateConfig *);
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~MaterialCreateInfo()=default;
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bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage);
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bool SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage_flag_bit);
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bool AddStruct(const AnsiString &ubo_typename,const AnsiString &codes);
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bool AddStruct(const ShaderBufferSource &ss){return AddStruct(ss.struct_name,ss.codes);}
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@@ -78,4 +78,3 @@ namespace hgl{namespace graph
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}//namespace mtl
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}//namespace graph
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}//namespace hgl
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