used DescriptorSetType::MaterialInstance
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@ -1 +1 @@
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Subproject commit bde86e8016713480cd102693708894ab3b6bfabb
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Subproject commit e37055e34e72ab5723a350037ec216ca7ee12cfb
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@ -34,6 +34,7 @@ public:
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#define MP_TYPE_IS(name) const bool is##name()const{return set_type==DescriptorSetType::name;}
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MP_TYPE_IS(Instance)
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MP_TYPE_IS(MaterialInstance)
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MP_TYPE_IS(PerMaterial)
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MP_TYPE_IS(PerFrame)
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MP_TYPE_IS(Global)
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@ -34,7 +34,7 @@ void RenderAssignBuffer::Bind(MaterialInstance *mi)const
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if(assign_binding_count<=0)return;
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mi->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
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mi->BindUBO(DescriptorSetType::PerMaterial,mtl::SBS_MaterialInstance.name,ubo_mi);
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mi->BindUBO(DescriptorSetType::MaterialInstance,mtl::SBS_MaterialInstance.name,ubo_mi);
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}
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void RenderAssignBuffer::Clear()
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@ -48,7 +48,7 @@ void main()
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~MaterialRectTexture2D()=default;
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bool CustomVertexShader(ShaderCreateInfoVertex *vsc) override
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{
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{
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{
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RANGE_CHECK_RETURN_FALSE(cfg->coordinate_system)
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@ -166,7 +166,7 @@ bool MaterialCreateInfo::SetMaterialInstance(const AnsiString &glsl_codes,const
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hgl::strcpy(mi_ubo->name,DESCRIPTOR_NAME_MAX_LENGTH,SBS_MaterialInstance.name);
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mi_ubo->stage_flag=shader_stage_flag_bits;
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mdi.AddUBO(shader_stage_flag_bits,DescriptorSetType::PerMaterial,mi_ubo);
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mdi.AddUBO(shader_stage_flag_bits,DescriptorSetType::MaterialInstance,mi_ubo);
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const AnsiString MI_MAX_COUNT=AnsiString::numberOf(mi_max_count);
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@ -155,7 +155,7 @@ bool ShaderCreateInfo::ProcSubpassInput()
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void ShaderCreateInfo::SetMaterialInstance(UBODescriptor *ubo,const AnsiString &mi)
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{
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sdm->AddUBO(DescriptorSetType::PerMaterial,ubo);
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sdm->AddUBO(DescriptorSetType::MaterialInstance,ubo);
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sdm->AddStruct(mtl::MaterialInstanceStruct);
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if(shader_stage==VK_SHADER_STAGE_VERTEX_BIT)
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