system still crashes
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@@ -270,7 +270,6 @@ void LightCullingPass::setupFrustums() {
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frustumShader = graphics->createComputeShader({0});
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// Have to compile shader before finalizing layout as parameters get mapped later
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frustumLayout->create();
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dispatchParamsLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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pipelineInfo.computeShader = frustumShader;
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@@ -301,6 +300,7 @@ void LightCullingPass::setupFrustums() {
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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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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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graphics->waitDeviceIdle();
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Gfx::PDescriptorSet dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, 0, frustumDispatchParamsBuffer);
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dispatchParamsSet->updateBuffer(1, 0, frustumBuffer);
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@@ -315,4 +315,7 @@ void LightCullingPass::setupFrustums() {
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graphics->executeCommands(std::move(commands));
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frustumBuffer->pipelineBarrier(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_COMPUTE_SHADER_BIT);
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graphics->waitDeviceIdle();
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Frustum* frustums = (Frustum*)frustumBuffer->map();
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std::cout << frustums << std::endl;
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}
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