Async render passes
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@@ -11,13 +11,13 @@ public:
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BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
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virtual ~BasePassMeshProcessor();
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virtual void addMeshBatch(
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virtual Job processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass renderPass,
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const Gfx::PRenderPass& renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet>& descriptorSets,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId = -1) override;
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Array<Gfx::PRenderCommand> getRenderCommands();
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void clearCommands();
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@@ -40,9 +40,9 @@ class BasePass : public RenderPass<BasePassData>
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public:
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BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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virtual ~BasePass();
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virtual void beginFrame() override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual Job beginFrame() override;
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virtual Job render() override;
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virtual Job endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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