No more shared pointers
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@@ -22,7 +22,7 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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uint32_t viewportWidth = viewport->getSizeX();
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uint32_t viewportHeight = viewport->getSizeY();
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BulkResourceData uniformUpdate;
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DataSource uniformUpdate;
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viewParams.viewMatrix = cam.getViewMatrix();
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viewParams.projectionMatrix = viewport->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
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@@ -31,7 +31,7 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamsBuffer->updateContents(uniformUpdate);
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BulkResourceData counterReset;
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DataSource counterReset;
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uint32 reset = 0;
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counterReset.data = (uint8*)&reset;
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counterReset.size = sizeof(uint32);
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@@ -161,7 +161,7 @@ void LightCullingPass::publishOutputs()
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uint32 counterReset = 0;
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ShaderBufferCreateInfo structInfo =
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{
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.resourceData = {
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.sourceData = {
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.size = sizeof(uint32),
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.data = (uint8*)&counterReset,
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.owner = Gfx::QueueType::COMPUTE,
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@@ -172,7 +172,7 @@ void LightCullingPass::publishOutputs()
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oLightIndexCounter = graphics->createShaderBuffer(structInfo);
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tLightIndexCounter = graphics->createShaderBuffer(structInfo);
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structInfo = {
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.resourceData = {
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.sourceData = {
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.size = (uint32)sizeof(uint32)
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* dispatchParams.numThreadGroups.x
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* dispatchParams.numThreadGroups.y
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@@ -248,23 +248,23 @@ void LightCullingPass::setupFrustums()
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pipelineInfo.pipelineLayout = frustumLayout;
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frustumPipeline = graphics->createComputePipeline(pipelineInfo);
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BulkResourceData resourceInfo;
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DataSource resourceInfo;
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UniformBufferCreateInfo uniformInfo;
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resourceInfo.size = sizeof(ViewParameter);
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resourceInfo.data = (uint8*)&viewParams;
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resourceInfo.owner = Gfx::QueueType::COMPUTE;
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uniformInfo.resourceData = resourceInfo;
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uniformInfo.sourceData = resourceInfo;
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uniformInfo.bDynamic = false;
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viewParamsBuffer = graphics->createUniformBuffer(uniformInfo);
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resourceInfo.size = sizeof(DispatchParams);
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resourceInfo.data = (uint8*)&dispatchParams;
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uniformInfo.resourceData = resourceInfo;
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uniformInfo.sourceData = resourceInfo;
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uniformInfo.bDynamic = false;
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dispatchParamsBuffer = graphics->createUniformBuffer(uniformInfo);
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ShaderBufferCreateInfo structuredInfo = {
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.resourceData = {
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.sourceData = {
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.size = sizeof(Frustum) * numThreads.x * numThreads.y * numThreads.z,
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.data = nullptr,
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},
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