networking i guess
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@@ -2,6 +2,8 @@
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CVkMaterial::CVkMaterial( IShader *pShader )
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{
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m_pVkShader = (CVkShader*)pShader;
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if ( m_pVkShader->m_setLayouts.GetSize() == 0 )
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return;
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VkDescriptorPoolSize pools[4] =
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{
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@@ -76,6 +78,8 @@ void CVkMaterial::PSSetTextureArray( uint32_t uSet, ITextureArray *pArray )
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void CVkMaterial::SetShaderResource( uint32_t uRegister, uint32_t uSet, IRenderingObject *pObject)
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{
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if ( m_pVkShader->m_setLayouts.GetSize() == 0 )
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return;
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union {
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IRenderingObject *pVkObject;
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CVkBuffer *pBuffer;
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