203 lines
9.3 KiB
C++
203 lines
9.3 KiB
C++
#ifndef HGL_GRAPH_VULKAN_DATABASE_INCLUDE
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#define HGL_GRAPH_VULKAN_DATABASE_INCLUDE
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKPipeline.h>
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#include<hgl/graph/VKDescriptorSet.h>
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#include<hgl/graph/VKPrimitive.h>
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#include<hgl/graph/PrimitiveCreater.h>
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#include<hgl/graph/VKBuffer.h>
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#include<hgl/graph/VKSampler.h>
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#include<hgl/graph/VKTexture.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKMaterialInstance.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/font/TextPrimitive.h>
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#include<hgl/graph/StaticMesh.h>
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#include<hgl/type/ObjectManage.h>
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#include<hgl/shadergen/MaterialCreateInfo.h>
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#include<hgl/graph/VKDescriptorBindingManage.h>
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#include<hgl/graph/VKDevice.h>
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VK_NAMESPACE_BEGIN
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namespace mtl
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{
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struct Material2DCreateConfig;
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struct Material3DCreateConfig;
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}//namespace mtl
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using MaterialID =int;
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using MaterialInstanceID =int;
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using BufferID =int;
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using DescriptorSetID =int;
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using PrimitiveID =int;
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using RenderableID =int;
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using SamplerID =int;
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using StaticMeshID =int;
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class VertexAttribData;
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using ShaderModuleMapByName=ObjectMap<AnsiString,ShaderModule>;
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constexpr const size_t VK_SHADER_STAGE_TYPE_COUNT=20;//GetBitOffset((uint32_t)VK_SHADER_STAGE_CLUSTER_CULLING_BIT_HUAWEI)+1;
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/**
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* 资源管理,用于管理场景内所需的所有数据
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*/
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class RenderResource
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{
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GPUDevice *device;
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ShaderModuleMapByName shader_module_by_name[VK_SHADER_STAGE_TYPE_COUNT];
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Map<AnsiString,Material *> material_by_name;
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IDObjectManage<MaterialID, Material> rm_material; ///<材质合集
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IDObjectManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
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IDObjectManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
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IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
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IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
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IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
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IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
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IDObjectManage<StaticMeshID, StaticMesh> rm_static_mesh; ///<静态网格合集
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private:
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void AddBuffer(const AnsiString &buf_name,DeviceBuffer *buf)
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{
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rm_buffers.Add(buf);
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#ifdef _DEBUG
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DebugUtils *du=device->GetDebugUtils();
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if(du)
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{
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du->SetBuffer(buf->GetBuffer(),buf_name+":Buffer");
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du->SetDeviceMemory(buf->GetVkMemory(),buf_name+":Memory");
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}
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#endif//_DEBUG
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}
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public:
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GPUDevice *GetDevice(){return device;}
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//注:并非一定要走这里,这里只是提供一个注册和自动绑定的机制
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DescriptorBinding static_descriptor; ///<静态属性描述符绑定管理
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DescriptorBinding global_descriptor; ///<全局属性描述符绑定管理
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public:
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RenderResource(GPUDevice *dev):device(dev),
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static_descriptor(DescriptorSetType::Static),
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global_descriptor(DescriptorSetType::Global)
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{}
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virtual ~RenderResource()=default;
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public: //添加数据到管理器(如果指针为nullptr会返回-1)
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MaterialID Add(Material * mtl ){return rm_material.Add(mtl);}
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MaterialInstanceID Add(MaterialInstance * mi ){return rm_material_instance.Add(mi);}
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DescriptorSetID Add(DescriptorSet * ds ){return rm_desc_sets.Add(ds);}
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PrimitiveID Add(Primitive * p ){return rm_primitives.Add(p);}
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BufferID Add(DeviceBuffer * buf ){return rm_buffers.Add(buf);}
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SamplerID Add(Sampler * s ){return rm_samplers.Add(s);}
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RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
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StaticMeshID Add(StaticMesh * sm ){return rm_static_mesh.Add(sm);}
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public: // VAB/VAO
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VAB *CreateVAB(VkFormat format,uint32_t count,const void *data, SharingMode sm=SharingMode::Exclusive);
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VAB *CreateVAB(VkFormat format,uint32_t count, SharingMode sm=SharingMode::Exclusive){return CreateVAB(format, count, nullptr, sm);}
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#define SCENE_DB_CREATE_FUNC(name) DeviceBuffer *Create##name(const AnsiString &buf_name,VkDeviceSize size,void *data,SharingMode sm=SharingMode::Exclusive); \
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DeviceBuffer *Create##name(const AnsiString &buf_name,VkDeviceSize size,SharingMode sm=SharingMode::Exclusive){return Create##name(buf_name,size,nullptr,sm);}
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SCENE_DB_CREATE_FUNC(UBO)
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SCENE_DB_CREATE_FUNC(SSBO)
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SCENE_DB_CREATE_FUNC(INBO)
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#undef SCENE_DB_CREATE_FUNC
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IndexBuffer *CreateIBO(IndexType index_type,uint32_t count,const void * data, SharingMode sm=SharingMode::Exclusive);
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IndexBuffer *CreateIBO8 ( uint32_t count,const uint8 *data, SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U8 ,count,(void *)data,sm);}
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IndexBuffer *CreateIBO16( uint32_t count,const uint16 *data, SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U16,count,(void *)data,sm);}
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IndexBuffer *CreateIBO32( uint32_t count,const uint32 *data, SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U32,count,(void *)data,sm);}
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IndexBuffer *CreateIBO(IndexType index_type,uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(index_type, count,nullptr,sm);}
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IndexBuffer *CreateIBO8 ( uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U8, count,nullptr,sm);}
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IndexBuffer *CreateIBO16( uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U16, count,nullptr,sm);}
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IndexBuffer *CreateIBO32( uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U32, count,nullptr,sm);}
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public: //Material
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const ShaderModule *CreateShaderModule(const AnsiString &shader_module_name,const ShaderCreateInfo *);
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Material * CreateMaterial(const mtl::MaterialCreateInfo *);
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Material * LoadMaterial(const AnsiString &,mtl::Material2DCreateConfig *);
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Material * LoadMaterial(const AnsiString &,mtl::Material3DCreateConfig *);
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MaterialInstance * CreateMaterialInstance(Material *,const VILConfig *vil_cfg=nullptr);
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MaterialInstance * CreateMaterialInstance(Material *,const VILConfig *vil_cfg,const void *,const int);
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template<typename T>
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MaterialInstance * CreateMaterialInstance(Material *mtl,const VILConfig *vil_cfg,const T *data)
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{
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return CreateMaterialInstance(mtl,vil_cfg,data,sizeof(T));
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}
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MaterialInstance * CreateMaterialInstance(const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
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Renderable * CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p);
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Renderable * CreateRenderable(PrimitiveCreater *pc,MaterialInstance *mi,Pipeline *p);
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Sampler * CreateSampler(VkSamplerCreateInfo *sci=nullptr);
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Sampler * CreateSampler(Texture *);
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public: //Get
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Material * GetMaterial (const MaterialID &id){return rm_material.Get(id);}
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MaterialInstance * GetMaterialInstance (const MaterialInstanceID &id){return rm_material_instance.Get(id);}
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DescriptorSet * GetDescSets (const DescriptorSetID &id){return rm_desc_sets.Get(id);}
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Primitive * GetPrimitive (const PrimitiveID &id){return rm_primitives.Get(id);}
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DeviceBuffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
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Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
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Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
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StaticMesh * GetStaticMesh (const StaticMeshID &id){return rm_static_mesh.Get(id);}
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public: //Release
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void Release(Material * mtl ){rm_material.Release(mtl);}
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void Release(MaterialInstance * mi ){rm_material_instance.Release(mi);}
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void Release(DescriptorSet * ds ){rm_desc_sets.Release(ds);}
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void Release(Primitive * p ){rm_primitives.Release(p);}
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void Release(DeviceBuffer * buf ){rm_buffers.Release(buf);}
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void Release(Sampler * s ){rm_samplers.Release(s);}
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void Release(Renderable * r ){rm_renderables.Release(r);}
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void Release(StaticMesh * sm ){rm_static_mesh.Release(sm);}
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};//class RenderResource
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/**
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* 创建一个渲染资源对像<br>
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* 这个函数是临时的,以后会被更好的机制替代
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*/
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template<typename T,typename ...ARGS>
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T *CreateRRObject(RenderResource *rr,ARGS...args)
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{
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if(!rr)
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return(nullptr);
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T *obj=T::CreateNewObject(rr,args...);
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if(!obj)
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return(nullptr);
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rr->Add(obj);
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return obj;
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}
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_DATABASE_INCLUDE
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