VAB增加SetStride函数
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@ -38,6 +38,20 @@ bool VertexAttributeBinding::SetInstance(const UTF8String &name,bool instance)
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return SetInstance(shader->GetBinding(name),instance);
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}
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bool VertexAttributeBinding::SetStride(const uint index,uint32_t stride)
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{
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if(index>=shader->GetAttrCount())return(false);
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binding_list[index].stride=stride;
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return(true);
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}
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bool VertexAttributeBinding::SetStride(const UTF8String &name,uint32_t stride)
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{
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return SetStride(shader->GetBinding(name),stride);
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}
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void VertexAttributeBinding::Write(VkPipelineVertexInputStateCreateInfo &vis_create_info) const
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{
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vis_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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@ -30,6 +30,9 @@ public:
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bool SetInstance(const uint index,bool instance);
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bool SetInstance(const UTF8String &name,bool instance);
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bool SetStride(const uint index,uint32_t stride);
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bool SetStride(const UTF8String &name,uint32_t stride);
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void Write(VkPipelineVertexInputStateCreateInfo &vis)const;
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};//class VertexAttributeBinding
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VK_NAMESPACE_END
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@ -8,31 +8,6 @@ class VertexBuffer;
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class IndexBuffer;
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class Shader;
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/**
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* 顶点输入状态实例<br>
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* 本对象用于传递给MaterialInstance,用于已经确定好顶点格式的情况下,依然可修改部分设定(如instance)。
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*/
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class VertexAttributeBinding
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{
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Shader *shader;
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VkVertexInputBindingDescription *binding_list;
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private:
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friend class Shader;
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VertexAttributeBinding(Shader *);
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public:
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~VertexAttributeBinding();
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bool SetInstance(const uint index,bool instance);
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bool SetInstance(const UTF8String &name,bool instance);
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void Write(VkPipelineVertexInputStateCreateInfo &vis)const;
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};//class VertexInputStateInstance
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/**
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* 顶点输入配置,负责具体的buffer绑定,提供给CommandBuffer使用<br>
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* 注:本引擎不支持一个Buffer中包括多种数据
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