optimized codes.
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@ -285,6 +285,8 @@ struct ShaderResourceData
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T *items;
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T *items;
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};
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};
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using ShaderDescriptorResource=ShaderResourceData<Descriptor>[VK_DESCRIPTOR_TYPE_COUNT];
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struct SPVData
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struct SPVData
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{
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{
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bool result;
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bool result;
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@ -294,8 +296,9 @@ struct SPVData
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uint32_t *spv_data;
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uint32_t *spv_data;
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uint32_t spv_length;
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uint32_t spv_length;
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ShaderStageData input,output;
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ShaderStageData input,
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ShaderResourceData<Descriptor> resource[VK_DESCRIPTOR_TYPE_COUNT];
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output;
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ShaderDescriptorResource resource;
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ShaderResourceData<PushConstant> push_constant;
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ShaderResourceData<PushConstant> push_constant;
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ShaderResourceData<SubpassInput> subpass_input;
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ShaderResourceData<SubpassInput> subpass_input;
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