Depth Culling works??
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@@ -113,9 +113,7 @@ void CachedDepthPass::render() {
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(vertexData->getInstanceDataSet());
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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets),
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&offset);
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@@ -143,18 +141,6 @@ void CachedDepthPass::render() {
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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// Sync depth read/write with depth pass depth read
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// depthBuffer->pipelineBarrier(
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// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
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// Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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// sync visibility write with depth pass visibility write
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// visibilityBuffer->pipelineBarrier(
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// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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}
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void CachedDepthPass::endFrame() {}
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