Trying compression
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@@ -250,7 +250,7 @@ void BasePass::render() {
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}
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// commands.add(waterRenderer->render(viewParamsSet));
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commands.add(terrainRenderer->render(viewParamsSet));
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// commands.add(terrainRenderer->render(viewParamsSet));
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// Skybox
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{
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@@ -580,7 +580,6 @@ void BasePass::createRenderPass() {
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.size = sizeof(SkyboxData),
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.data = (uint8*)&skyboxData,
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},
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.dynamic = true,
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});
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pipelineLayout = graphics->createPipelineLayout("SkyboxLayout");
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@@ -236,7 +236,6 @@ void DepthCullingPass::publishOutputs() {
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.data = nullptr,
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},
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.numElements = bufferSize,
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.dynamic = true,
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.name = "DepthMipBuffer",
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});
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@@ -90,7 +90,6 @@ void LightCullingPass::publishOutputs() {
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.data = (uint8*)&dispatchParams,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.dynamic = false,
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.name = "DispatchParams",
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});
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dispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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@@ -186,7 +185,6 @@ void LightCullingPass::publishOutputs() {
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.owner = Gfx::QueueType::COMPUTE,
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},
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.numElements = 1,
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.dynamic = true,
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.name = "oLightIndexCounter",
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};
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oLightIndexCounter = graphics->createShaderBuffer(structInfo);
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@@ -200,7 +198,6 @@ void LightCullingPass::publishOutputs() {
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.dynamic = false,
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.name = "oLightIndexList",
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};
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oLightIndexList = graphics->createShaderBuffer(structInfo);
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@@ -285,7 +282,6 @@ void LightCullingPass::setupFrustums() {
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.data = (uint8*)&dispatchParams,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.dynamic = false,
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.name = "FrustumDispatch",
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});
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frustumDispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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@@ -298,7 +294,6 @@ void LightCullingPass::setupFrustums() {
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.owner = Gfx::QueueType::COMPUTE,
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},
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.numElements = numThreads.x * numThreads.y * numThreads.z,
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.dynamic = false,
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.name = "FrustumBuffer",
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});
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frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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@@ -14,7 +14,6 @@ RenderPass::RenderPass(Gfx::PGraphics graphics, PScene scene) : graphics(graphic
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.size = sizeof(ViewParameter),
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.data = (uint8*)&viewParams,
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},
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.dynamic = true,
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.name = "viewParamsBuffer",
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};
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viewParamsBuffer = graphics->createUniformBuffer(uniformInitializer);
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@@ -30,7 +30,6 @@ TerrainRenderer::TerrainRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDe
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.data = (uint8*)payloads.data(),
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},
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.numElements = payloads.size(),
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.dynamic = true,
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.name = "TilesBuffer",
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});
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tilesBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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@@ -128,7 +128,6 @@ void TextPass::createRenderPass() {
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.size = sizeof(Matrix4),
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.data = nullptr,
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},
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.dynamic = true,
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});
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glyphSampler = graphics->createSampler({
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@@ -118,23 +118,23 @@ void UIPass::createRenderPass() {
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descriptorLayout->create();
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Matrix4 projectionMatrix = glm::ortho(0, 1, 1, 0);
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UniformBufferCreateInfo info = {
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Gfx::OUniformBuffer uniformBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData =
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{
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.size = sizeof(Matrix4),
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.data = (uint8*)&projectionMatrix,
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},
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.dynamic = false,
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};
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Gfx::OUniformBuffer uniformBuffer = graphics->createUniformBuffer(info);
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});
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Gfx::OSampler backgroundSampler = graphics->createSampler({});
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info = {
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.sourceData = {.size = sizeof(uint32), .data = nullptr},
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.dynamic = true,
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};
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numTexturesBuffer = graphics->createUniformBuffer(info);
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numTexturesBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData =
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{
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.size = sizeof(uint32),
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.data = nullptr,
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},
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});
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descriptorSet = descriptorLayout->allocateDescriptorSet();
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descriptorSet->updateBuffer(0, 0, uniformBuffer);
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@@ -81,7 +81,6 @@ void VisibilityPass::publishOutputs() {
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cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.clearValue = 0xffffffff,
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.createCleared = true,
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.dynamic = true,
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.name = "CullingBuffer",
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});
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resources->registerBufferOutput("CULLINGBUFFER", cullingBuffer);
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@@ -19,7 +19,6 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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.size = sizeof(MaterialParams),
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.data = (uint8*)&materialParams,
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},
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.dynamic = true,
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.name = "WaterMaterialParams",
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});
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materialUniforms->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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@@ -31,7 +30,6 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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{
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.size = sizeof(ComputeParams),
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},
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.dynamic = true,
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.name = "WaterComputeParams",
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});
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paramsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_UNIFORM_READ_BIT,
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@@ -107,7 +105,6 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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.data = (uint8*)spectrums.data(),
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},
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.numElements = 8,
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.dynamic = true,
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.name = "Spectrums",
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});
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spectrumBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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