Memory leak, but otherwise working
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@@ -48,9 +48,6 @@ void BasePass::beginFrame(const Component::Camera& cam)
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RenderPass::beginFrame(cam);
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lightCullingLayout->reset();
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descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
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descriptorSets[INDEX_LIGHT_CULLING] = lightCullingLayout->allocateDescriptorSet();
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}
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void BasePass::render()
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@@ -68,6 +65,10 @@ void BasePass::render()
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
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descriptorSets[INDEX_LIGHT_CULLING] = lightCullingLayout->allocateDescriptorSet();
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descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(0, oLightIndexList);
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descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(1, tLightIndexList);
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descriptorSets[INDEX_LIGHT_CULLING]->updateTexture(2, oLightGrid);
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