Trying to fix metal shader compilation
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@@ -17,14 +17,14 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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, descriptorSets(3)
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{
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depthPrepassLayout = graphics->createPipelineLayout();
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depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewParamsLayout);
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", "MeshletBasePass", false, false, "", true, true, "MeshletBasePass");
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletBasePass", false, false, "", true, true, "MeshletBasePass");
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", "LegacyBasePass");
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyBasePass");
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}
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}
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@@ -68,12 +68,7 @@ void DepthPrepass::render()
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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Gfx::OPipelineLayout layout = graphics->createPipelineLayout(depthPrepassLayout);
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//layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
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layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
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layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
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layout->create();
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if(graphics->supportMeshShading())
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@@ -82,7 +77,7 @@ void DepthPrepass::render()
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pipelineInfo.taskShader = collection->taskShader;
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pipelineInfo.meshShader = collection->meshShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = std::move(layout);
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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@@ -94,7 +89,7 @@ void DepthPrepass::render()
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexShader = collection->vertexShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = std::move(layout);
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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//pipelineInfo.depthStencilState.depthWriteEnable = false;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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