Text Rendering works
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@@ -20,7 +20,7 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
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{
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}
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MainJob BasePassMeshProcessor::processMeshBatch(
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void BasePassMeshProcessor::processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass& renderPass,
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@@ -66,7 +66,7 @@ MainJob BasePassMeshProcessor::processMeshBatch(
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}
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std::scoped_lock lock(commandLock);
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renderCommands.add(renderCommand);
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co_return;
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//co_return;
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}
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BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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@@ -114,7 +114,7 @@ BasePass::~BasePass()
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{
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}
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MainJob BasePass::beginFrame()
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void BasePass::beginFrame()
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{
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processor->clearCommands();
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primitiveLayout->reset();
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@@ -135,10 +135,10 @@ MainJob BasePass::beginFrame()
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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//std::cout << "BasePass beginFrame()" << std::endl;
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co_return;
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//co_return;
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}
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MainJob BasePass::render()
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void BasePass::render()
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{
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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@@ -155,23 +155,20 @@ MainJob BasePass::render()
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descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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graphics->beginRenderPass(renderPass);
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List<Job> jobs;
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for (auto &&meshBatch : passData.staticDrawList)
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{
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//jobs.add(
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co_await processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}
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//co_await Job::all(jobs);
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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//std::cout << "BasePass render()" << std::endl;
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co_return;
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//co_return;
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}
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MainJob BasePass::endFrame()
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void BasePass::endFrame()
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{
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//std::cout << "BasePass endFrame()" << std::endl;
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co_return;
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//co_return;
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}
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void BasePass::publishOutputs()
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