Adding interface for renderpass layout transitions
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@@ -22,6 +22,14 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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oLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
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);
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tLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
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);
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uint32 reset = 0;
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DataSource counterReset = {
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.size = sizeof(uint32),
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@@ -45,23 +53,36 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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void LightCullingPass::render()
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{
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oLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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);
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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oLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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);
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tLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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depthAttachment->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_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
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cullingDescriptorSet->updateTexture(0, depthAttachment);
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cullingDescriptorSet->writeChanges();
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Gfx::PComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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computeCommand->bindPipeline(cullingPipeline);
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computeCommand->bindDescriptor({ viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet() });
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//computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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Array<Gfx::PComputeCommand> commands = {computeCommand};
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graphics->executeCommands(commands);
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//std::cout << "LightCulling render()" << std::endl;
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