use hgl_min in MaterialCreateInfo.cpp
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e030738a5f
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714fc3dcb7
@ -27,10 +27,7 @@ MaterialCreateInfo::MaterialCreateInfo(const MaterialCreateConfig *mc)
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}
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{
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l2w_max_count=ubo_range/sizeof(Matrix4f);
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if(l2w_max_count>HGL_U16_MAX)
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l2w_max_count=HGL_U16_MAX;
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l2w_max_count=hgl_min<uint32_t>(ubo_range/sizeof(Matrix4f),HGL_U16_MAX);
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l2w_shader_stage=0;
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l2w_ubo=nullptr;
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@ -158,12 +155,7 @@ bool MaterialCreateInfo::SetMaterialInstance(const AnsiString &glsl_codes,const
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if(data_bytes>0)
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mi_codes=glsl_codes;
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{
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mi_max_count=ubo_range/data_bytes;
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if(mi_max_count>HGL_U16_MAX) //我们使用uint16传递材质实例ID,所以最大数量为65535。未来如考虑使用更多,需综合考虑
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mi_max_count=HGL_U16_MAX;
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}
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mi_max_count=hgl_min<uint32_t>(ubo_range/data_bytes,HGL_U16_MAX);
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mdi.AddStruct(MaterialInstanceStruct,mi_codes);
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mdi.AddStruct(SBS_MaterialInstanceData);
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