Text Rendering works
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@@ -18,7 +18,7 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
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{
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}
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MainJob DepthPrepassMeshProcessor::processMeshBatch(
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void DepthPrepassMeshProcessor::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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@@ -27,7 +27,7 @@ MainJob DepthPrepassMeshProcessor::processMeshBatch(
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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//std::cout << "Depth job started" << std::endl;
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//std::cout << "Depth void started" << std::endl;
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PMaterialAsset material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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@@ -65,7 +65,7 @@ MainJob DepthPrepassMeshProcessor::processMeshBatch(
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std::scoped_lock lock(commandLock);
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renderCommands.add(renderCommand);
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//std::cout << "Finished depth job" << std::endl;
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co_return;
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//co_return;
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}
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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@@ -97,7 +97,7 @@ DepthPrepass::~DepthPrepass()
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{
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}
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MainJob DepthPrepass::beginFrame()
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void DepthPrepass::beginFrame()
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{
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processor->clearCommands();
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primitiveLayout->reset();
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@@ -116,33 +116,30 @@ MainJob DepthPrepass::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 << "DepthPrepass beginFrame()" << std::endl;
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co_return;
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//co_return;
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}
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MainJob DepthPrepass::render()
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void DepthPrepass::render()
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{
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depthAttachment->getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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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, depthPrepassLayout, primitiveLayout, descriptorSets);
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processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, 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 << "DepthPrepass render()" << std::endl;
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co_return;
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//co_return;
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}
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MainJob DepthPrepass::endFrame()
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void DepthPrepass::endFrame()
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{
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//std::cout << "DepthPrepass endFrame()" << std::endl;
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co_return;
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//co_return;
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}
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void DepthPrepass::publishOutputs()
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