Trying to fix invalid descriptorlayout
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@@ -1,5 +1,6 @@
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#include "VertexShaderInput.h"
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#include "Graphics/Mesh.h"
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#include "Graphics/Graphics.h"
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#include <sstream>
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#include <memory>
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@@ -7,7 +8,7 @@ using namespace Seele;
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List<VertexInputType*> VertexInputType::globalTypeList;
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List<VertexInputType*> VertexInputType::getTypeList()
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List<VertexInputType*>& VertexInputType::getTypeList()
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{
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return globalTypeList;
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}
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@@ -62,7 +63,7 @@ void VertexShaderInput::getStreams(VertexInputStreamArray& outVertexStreams) con
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{
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for(uint32 i = 0; i < streams.size(); ++i)
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{
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const VertexInputStream& stream = streams[i];
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const VertexStream& stream = streams[i];
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if(stream.vertexBuffer == nullptr)
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{
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outVertexStreams.add(VertexInputStream(i, 0, nullptr));
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@@ -78,7 +79,37 @@ void VertexShaderInput::getPositionOnlyStream(VertexInputStreamArray& outVertexS
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{
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for (uint32 i = 0; i < positionStreams.size(); ++i)
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{
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const VertexInputStream& stream = positionStreams[i];
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const VertexStream& stream = positionStreams[i];
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outVertexStreams.add(VertexInputStream(i, stream.offset, stream.vertexBuffer));
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}
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}
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Gfx::VertexElement VertexShaderInput::accessStreamComponent(const VertexStreamComponent& component, uint8 attributeIndex)
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{
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VertexStream vertexStream;
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vertexStream.vertexBuffer = component.vertexBuffer;
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vertexStream.stride = component.stride;
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vertexStream.offset = component.offset;
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return Gfx::VertexElement(streams.indexOf(streams.addUnique(vertexStream)), component.offset, component.type, attributeIndex, vertexStream.stride);
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}
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Gfx::VertexElement VertexShaderInput::accessPositionStreamComponent(const VertexStreamComponent& component, uint8 attributeIndex)
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{
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VertexStream vertexStream;
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vertexStream.vertexBuffer = component.vertexBuffer;
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vertexStream.stride = component.stride;
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vertexStream.offset = component.offset;
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return Gfx::VertexElement(streams.indexOf(streams.addUnique(vertexStream)), component.offset, component.type, attributeIndex, vertexStream.stride);
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}
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void VertexShaderInput::initDeclaration(Gfx::PGraphics graphics, Array<Gfx::VertexElement>& elements)
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{
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declaration = graphics->createVertexDeclaration(elements);
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}
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void VertexShaderInput::initPositionDeclaration(Gfx::PGraphics graphics, const Array<Gfx::VertexElement>& elements)
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{
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positionDeclaration = graphics->createVertexDeclaration(elements);
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}
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