rename params name
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@ -122,23 +122,23 @@ bool MaterialCreateInfo::AddUBO(const uint32_t flag_bits,const DescriptorSetType
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/**
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/**
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* 设置材质实例代码与数据长度
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* 设置材质实例代码与数据长度
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* @param mi_glsl_codes 材质实例GLSL代码
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* @param glsl_codes 材质实例GLSL代码
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* @param mi_struct_bytes 单个材质实例数据长度
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* @param data_bytes 单个材质实例数据长度
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* @param shader_stage 具体使用材质实例的shader
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* @param shader_stage 具体使用材质实例的shader
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* @return 是否设置成功
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* @return 是否设置成功
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*/
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*/
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bool MaterialCreateInfo::SetMaterialInstance(const AnsiString &mi_glsl_codes,const uint32_t mi_struct_bytes,const uint32_t shader_stage)
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bool MaterialCreateInfo::SetMaterialInstance(const AnsiString &glsl_codes,const uint32_t data_bytes,const uint32_t shader_stage)
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{
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{
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if(mi_data_bytes>0)return(false); //已经有数据了
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if(mi_data_bytes>0)return(false); //已经有数据了
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if(shader_stage==0)return(false);
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if(shader_stage==0)return(false);
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if(mi_struct_bytes>0&&mi_glsl_codes.Length()<4)return(false);
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if(data_bytes>0&&glsl_codes.Length()<4)return(false);
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mi_data_bytes=mi_struct_bytes;
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mi_data_bytes=data_bytes;
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if(mi_struct_bytes>0)
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if(data_bytes>0)
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mi_codes=mi_glsl_codes;
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mi_codes=glsl_codes;
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mdi.AddStruct(MaterialInstanceStruct,mi_codes);
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mdi.AddStruct(MaterialInstanceStruct,mi_codes);
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