Adding interface for renderpass layout transitions
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@@ -86,7 +86,7 @@ void DepthPrepass::render()
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = std::move(layout);
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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.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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@@ -98,6 +98,7 @@ void DepthPrepass::render()
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = std::move(layout);
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pipelineInfo.renderPass = renderPass;
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//pipelineInfo.depthStencilState.depthWriteEnable = false;
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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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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -151,17 +152,27 @@ void DepthPrepass::publishOutputs()
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};
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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depthAttachment =
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new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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new Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment->clear.depthStencil.depth = 1.0f;
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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}
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void DepthPrepass::createRenderPass()
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{
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout{
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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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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Gfx::SubPassDependency dependency = {
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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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renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport);
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}
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void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>&)
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