1.removed VertexShaderModule
2.added VertexInput at MaterialData 3.newly CreateShaderModule/CreateMaterial functions at GPUDevice/RenderResource class.
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@@ -1,6 +1,7 @@
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKMaterialDescriptorSets.h>
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#include<hgl/graph/VKVertexInput.h>
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#include"VKPipelineLayoutData.h"
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VK_NAMESPACE_BEGIN
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MaterialData::~MaterialData()
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@@ -11,6 +12,8 @@ MaterialData::~MaterialData()
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delete shader_maps;
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SAFE_CLEAR(mds);
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delete vertex_input;
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}
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Material::~Material()
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@@ -28,4 +31,19 @@ const bool Material::hasSet(const DescriptorSetType &dst)const
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{
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return data->mds->hasSet(dst);
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}
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VIL *Material::CreateVIL(const VILConfig *format_map)
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{
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return data->vertex_input->CreateVIL(format_map);
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}
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bool Material::Release(VIL *vil)
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{
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return data->vertex_input->Release(vil);
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}
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const uint Material::GetVILCount()
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{
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return data->vertex_input->GetInstanceCount();
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}
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VK_NAMESPACE_END
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