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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "HAL/Platform.h"
#include "MuR/Operations.h"
#include "MuR/Ptr.h"
#include "MuT/AST.h"
namespace mu
{
struct FProgram;
/** */
class ASTOpMeshApplyLayout final : public ASTOp
{
public:
ASTChild Mesh;
ASTChild Layout;
uint16 Channel=0;
public:
ASTOpMeshApplyLayout();
ASTOpMeshApplyLayout(const ASTOpMeshApplyLayout&) = delete;
~ASTOpMeshApplyLayout();
// ASTOp interface
virtual EOpType GetOpType() const override { return EOpType::ME_APPLYLAYOUT; }
virtual uint64 Hash() const override;
virtual bool IsEqual(const ASTOp&) const override;
virtual Ptr<ASTOp> Clone(MapChildFuncRef) const override;
virtual void ForEachChild(const TFunctionRef<void(ASTChild&)>) override;
virtual void Link(FProgram&, FLinkerOptions*) override;
virtual Ptr<ASTOp> OptimiseSink(const FModelOptimizationOptions&, FOptimizeSinkContext&) const override;
virtual FSourceDataDescriptor GetSourceDataDescriptor(FGetSourceDataDescriptorContext*) const override;
};
}