basic flow layout
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@@ -63,13 +63,13 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
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skyBoxSampler = graphics->createSampler({});
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}
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static uint32 i = 0;
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static uint32 pass = 0;
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static Component::Camera lastCam;
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void RayTracingPass::beginFrame(const Component::Camera& cam) {
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RenderPass::beginFrame(cam);
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if (lastCam.getCameraPosition() != cam.getCameraPosition() || lastCam.getCameraForward() != cam.getCameraForward()) {
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lastCam = cam;
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i = 0;
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pass = 0;
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}
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}
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@@ -156,7 +156,7 @@ void RayTracingPass::render() {
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};
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// for (uint32 i = 0; i < sampleParams.samplesPerPixel; ++i)
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{
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sampleParams.pass = i;
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sampleParams.pass = pass;
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command->pushConstants(Gfx::SE_SHADER_STAGE_RAYGEN_BIT_KHR, 0, sizeof(SampleParams), &sampleParams);
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command->traceRays(texture->getWidth(), texture->getHeight(), 1);
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radianceAccumulator->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
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@@ -164,8 +164,8 @@ void RayTracingPass::render() {
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texture->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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}
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i++;
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std::cout << i << std::endl;
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pass++;
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std::cout << pass << std::endl;
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texture->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
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Gfx::SE_ACCESS_TRANSFER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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Array<Gfx::ORenderCommand> commands;
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