layout codes.
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@ -9,8 +9,10 @@
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SHADERGEN_NAMESPACE_BEGIN
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using ConstUBODescriptorList=List<const UBODescriptor *>;
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using ConstSamplerDescriptorList=List<const SamplerDescriptor *>;
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using UBODescriptorList=List<const UBODescriptor *>;
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using SamplerDescriptorList=List<const SamplerDescriptor *>;
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using ConstValueDescriptorList=ObjectList<ConstValueDescriptor>;
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using SubpassInputDescriptorList=ObjectList<SubpassInputDescriptor>;
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/**
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* Shader数据管理器,用于生成正式Shader前的资源统计
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@ -24,11 +26,11 @@ class ShaderDescriptorManager
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AnsiStringList struct_list; //用到的结构列表
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//ubo/object在这里以及MaterialDescriptorManager中均有一份,mdm中的用于产生set/binding号,这里的用于产生shader
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ConstUBODescriptorList ubo_list;
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ConstSamplerDescriptorList sampler_list;
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UBODescriptorList ubo_list;
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SamplerDescriptorList sampler_list;
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ObjectList<ConstValueDescriptor> const_value_list;
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ObjectList<SubpassInputDescriptor> subpass_input;
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ConstValueDescriptorList const_value_list;
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SubpassInputDescriptorList subpass_input;
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ShaderPushConstant push_constant;
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@ -46,12 +48,12 @@ public:
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const AnsiStringList & GetStructList()const{return struct_list;}
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const ConstUBODescriptorList & GetUBOList()const{return ubo_list;}
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const ConstSamplerDescriptorList & GetSamplerList()const{return sampler_list;}
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const UBODescriptorList & GetUBOList()const{return ubo_list;}
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const SamplerDescriptorList & GetSamplerList()const{return sampler_list;}
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const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
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const ConstValueDescriptorList & GetConstList()const{return const_value_list;}
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const ObjectList<SubpassInputDescriptor> & GetSubpassInputList()const{return subpass_input;}
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const SubpassInputDescriptorList & GetSubpassInputList()const{return subpass_input;}
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public:
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