Add RenderPipelineLayout
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@@ -37,15 +37,6 @@ namespace Nz
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UInt32 writeMask = 0xFFFFFFFF;
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} stencilBack, stencilFront;
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struct VertexBufferData
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{
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std::size_t binding;
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VertexDeclarationConstRef declaration;
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};
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std::vector<std::shared_ptr<ShaderStageImpl>> shaderStages;
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std::vector<VertexBufferData> vertexBuffers;
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bool blending = false;
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bool colorWrite = true;
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bool depthBuffer = false;
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