Lightculling barrier adjustments
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@@ -41,12 +41,6 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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cullingDescriptorLayout->reset();
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cullingDescriptorSet = cullingDescriptorLayout->allocateDescriptorSet();
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cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
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cullingDescriptorSet->updateBuffer(2, tLightIndexCounter);
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cullingDescriptorSet->updateBuffer(3, oLightIndexList);
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cullingDescriptorSet->updateBuffer(4, tLightIndexList);
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cullingDescriptorSet->updateTexture(5, Gfx::PTexture2D(oLightGrid));
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cullingDescriptorSet->updateTexture(6, Gfx::PTexture2D(tLightGrid));
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//std::cout << "LightCulling beginFrame()" << std::endl;
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//co_return;
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}
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@@ -55,8 +49,7 @@ 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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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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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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@@ -65,8 +58,7 @@ void LightCullingPass::render()
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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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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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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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@@ -74,10 +66,16 @@ void LightCullingPass::render()
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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_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_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->transferOwnership(Gfx::QueueType::COMPUTE);
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cullingDescriptorSet->updateTexture(0, depthAttachment);
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cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
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cullingDescriptorSet->updateBuffer(2, tLightIndexCounter);
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cullingDescriptorSet->updateBuffer(3, oLightIndexList);
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cullingDescriptorSet->updateBuffer(4, tLightIndexList);
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cullingDescriptorSet->updateTexture(5, Gfx::PTexture2D(oLightGrid));
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cullingDescriptorSet->updateTexture(6, Gfx::PTexture2D(tLightGrid));
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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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