Adding interface for renderpass layout transitions
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@@ -72,10 +72,8 @@ void BasePass::render()
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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_FRAGMENT_SHADER_BIT);
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depthAttachment->getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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depthAttachment->getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
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@@ -137,6 +135,7 @@ void BasePass::render()
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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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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@@ -149,6 +148,7 @@ void BasePass::render()
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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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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@@ -190,19 +190,40 @@ void BasePass::endFrame()
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void BasePass::publishOutputs()
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{
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colorAttachment = new Gfx::SwapchainAttachment(viewport, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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colorAttachment = new Gfx::SwapchainAttachment(viewport,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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}
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void BasePass::createRenderPass()
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{
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout{
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depthAttachment->setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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depthAttachment->setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = { colorAttachment },
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.depthAttachment = depthAttachment,
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};
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renderPass = graphics->createRenderPass(std::move(layout), viewport);
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Array<Gfx::SubPassDependency> dependency = {
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{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_NONE,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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}
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};
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renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport);
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
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oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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