updated shadergen
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@@ -50,6 +50,6 @@ public:
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bool AddUBO(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name);
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bool AddSampler(const VkShaderStageFlagBits flag_bits,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name);
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bool CompileShader();
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bool CreateShader();
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};//class MaterialCreater
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SHADERGEN_NAMESPACE_END
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@@ -44,9 +44,6 @@ public:
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bool AddStruct(const AnsiString &name,const AnsiString &code)
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{
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if(struct_map.KeyExist(name))
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return(false);
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struct_map.Add(name,code);
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return(true);
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}
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@@ -62,6 +62,8 @@ public:
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bool CreateShader(ShaderCreater *);
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const AnsiString &GetShaderSource()const{return final_shader;}
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bool CompileToSPV();
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};//class ShaderCreater
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SHADERGEN_NAMESPACE_END
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@@ -20,7 +20,7 @@ class ShaderDescriptorManager
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VkShaderStageFlagBits shader_stage;
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ShaderStageIO stage_io;
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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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@@ -39,7 +39,7 @@ public:
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const VkShaderStageFlagBits GetStageBits()const { return shader_stage; }
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const AnsiString GetStageName()const { return AnsiString(GetShaderStageName(shader_stage)); }
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public:
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const ShaderStageIO & GetShaderStageIO()const{return stage_io;}
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@@ -51,8 +51,8 @@ public:
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const ObjectList<ConstValueDescriptor> & GetConstList()const{return const_value_list;}
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const ObjectList<SubpassInputDescriptor> & GetSubpassInputList()const { return subpass_input; }
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const ObjectList<SubpassInputDescriptor> & GetSubpassInputList()const{return subpass_input;}
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public:
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bool AddInput(ShaderStage *);
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