1.removed VertexShaderModule
2.added VertexInput at MaterialData 3.newly CreateShaderModule/CreateMaterial functions at GPUDevice/RenderResource class.
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@@ -75,7 +75,6 @@ struct ShaderAttribute;
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class ShaderResource;
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class ShaderModule;
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class VertexShaderModule;
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class ShaderModuleMap;
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class MaterialDescriptorSets;
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@@ -86,39 +85,9 @@ struct PipelineData;
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enum class InlinePipeline;
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class Pipeline;
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struct VAConfig
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{
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VkFormat format;
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bool instance;
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public:
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VAConfig()
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{
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format=PF_UNDEFINED;
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instance=false;
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}
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VAConfig(const VkFormat fmt,bool inst=false)
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{
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format=fmt;
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instance=inst;
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}
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CompOperatorMemcmp(const VAConfig &);
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};
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class VILConfig:public Map<AnsiString,VAConfig>
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{
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public:
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using Map<AnsiString,VAConfig>::Map;
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bool Add(const AnsiString &name,const VkFormat fmt,const bool inst=false)
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{
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return Map<AnsiString,VAConfig>::Add(name,VAConfig(fmt,inst));
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}
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};
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struct VAConfig;
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class VILConfig;
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class VertexInput;
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class VertexInputLayout;
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using VIL=VertexInputLayout;
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