add stride attribute in ShaderStage struct
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309c83cd66
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@ -15,6 +15,8 @@ VK_NAMESPACE_BEGIN
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VkFormat format; ///<对应的Vulkan格式(如vec4对应的FMT_RGBA32F)
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VkFormat format; ///<对应的Vulkan格式(如vec4对应的FMT_RGBA32F)
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uint32_t stride; ///<对应Vulkan格式的每数据字节数
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uint binding;
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uint binding;
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};//struct ShaderStage
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};//struct ShaderStage
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@ -39,7 +39,7 @@ VK_NAMESPACE_BEGIN
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ss->base_type=*data++;
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ss->base_type=*data++;
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ss->component=*data++;
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ss->component=*data++;
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ss->format=VK_NAMESPACE::GetVulkanFormatBySPIRType(ss->base_type,ss->component);
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VK_NAMESPACE::GetVulkanFormatStrideBySPIRType(ss->format,ss->stride,ss->base_type,ss->component);
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str_len=*data++;
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str_len=*data++;
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ss->name.SetString((char *)data,str_len);
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ss->name.SetString((char *)data,str_len);
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