Trying compression
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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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