forked from Misaki/GhostEngine
Add mesh shader support to rendering context and fix some bugs.
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@@ -96,6 +96,7 @@ public unsafe class ShaderPass : IResourceReleasable
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public class Shader : IResourceReleasable, IIdentifierType
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{
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private UnsafeArray<ShaderPassKey> _passIDs;
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// TODO: Optmize lookups with a better data structure if needed
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private readonly Dictionary<string, int> _passLookup; // pass name to index
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private readonly Dictionary<string, List<int>> _propertyLookup; // property name to pass index (property name to list of pass indices that contain the property)
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@@ -137,20 +138,27 @@ public class Shader : IResourceReleasable, IIdentifierType
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}
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}
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public int GetPassIndex(string passName)
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{
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return _passLookup.GetValueOrDefault(passName, -1);
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}
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public ShaderPassKey GetPassKey(int index)
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{
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return _passIDs[index];
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}
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public bool TryGetPassKey(string passName, out ShaderPassKey passID)
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public bool TryGetPassKey(string passName, out int passIndex, out ShaderPassKey passID)
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{
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var index = _passLookup.GetValueOrDefault(passName, -1);
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if (index == -1)
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{
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passIndex = -1;
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passID = new(0);
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return false;
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}
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passIndex = index;
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passID = _passIDs[index];
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return true;
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}
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