it at least does something
This commit is contained in:
@@ -3,6 +3,7 @@
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#include "Component/Camera.h"
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#include "Graphics/Command.h"
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#include "Graphics/Graphics.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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#include "Scene/Scene.h"
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#include "Graphics/Metal/Descriptor.h"
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@@ -82,50 +83,39 @@ void LightCullingPass::publishOutputs() {
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setupFrustums();
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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dispatchParams.numThreadGroups = numThreadGroups;
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dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
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dispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData =
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{
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.size = sizeof(DispatchParams),
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.data = (uint8*)&dispatchParams,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.name = "DispatchParams",
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});
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dispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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UVector4 numThreadGroups = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
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UVector4 numThreads = numThreadGroups * glm::uvec4(BLOCK_SIZE, BLOCK_SIZE, 1, 0);
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dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, 0, dispatchParamsBuffer);
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dispatchParamsSet->updateBuffer(1, 0, frustumBuffer);
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dispatchParamsSet->updateConstants("numThreadGroups", 0, &numThreadGroups);
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dispatchParamsSet->updateConstants("numThreads", 0, &numThreads);
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dispatchParamsSet->writeChanges();
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cullingDescriptorLayout = graphics->createDescriptorLayout("pCullingParams");
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// DepthTexture
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cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.name = DEPTHATTACHMENT_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_SAMPLE_BIT,
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});
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// o_lightIndexCounter
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cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT});
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.name = OLIGHTINDEXCOUNTER_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,});
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// t_lightIndexCounter
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cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT});
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.name = TLIGHTINDEXCOUNTER_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,});
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// o_lightIndexList
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cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT});
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.name = OLIGHTINDEXLIST_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,});
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// t_lightIndexList
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cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT});
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.name = TLIGHTINDEXLIST_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,});
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// o_lightGrid
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cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT});
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.name = OLIGHTGRID_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,});
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// t_lightGrid
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cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT});
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.name = TLIGHTGRID_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,});
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cullingDescriptorLayout->create();
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@@ -195,8 +185,8 @@ void LightCullingPass::publishOutputs() {
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structInfo = {
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.sourceData =
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{
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.size = (uint32)sizeof(uint32) * dispatchParams.numThreadGroups.x * dispatchParams.numThreadGroups.y *
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dispatchParams.numThreadGroups.z * 8192,
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.size = (uint32)sizeof(uint32) * numThreadGroups.x * numThreadGroups.y *
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numThreadGroups.z * 8192,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE,
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},
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@@ -210,8 +200,8 @@ void LightCullingPass::publishOutputs() {
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TextureCreateInfo textureInfo = {
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.format = Gfx::SE_FORMAT_R32G32_UINT,
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.width = dispatchParams.numThreadGroups.x,
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.height = dispatchParams.numThreadGroups.y,
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.width = numThreadGroups.x,
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.height = numThreadGroups.y,
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.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
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};
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oLightGrid = graphics->createTexture2D(textureInfo);
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@@ -237,25 +227,24 @@ void LightCullingPass::setupFrustums() {
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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glm::uvec3 numThreads = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
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glm::uvec4 numThreads = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
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glm::uvec4 numThreadGroups = glm::ceil(glm::vec4(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1, 0));
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RenderPass::beginFrame(Component::Camera());
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viewParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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dispatchParams.numThreads = numThreads;
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dispatchParams.numThreadGroups = numThreadGroups;
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dispatchParamsLayout = graphics->createDescriptorLayout("pDispatchParams");
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dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.uniformLength = sizeof(DispatchParams),
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.name = "numThreadGroups",
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.uniformLength = sizeof(UVector4),
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});
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dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1,
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.name = "numThreads",
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.uniformLength = sizeof(UVector4),
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});
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dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = FRUSTUMBUFFER_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_WRITE_ONLY_BIT,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,
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});
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dispatchParamsLayout->create();
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frustumLayout = graphics->createPipelineLayout("FrustumLayout");
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@@ -278,17 +267,6 @@ void LightCullingPass::setupFrustums() {
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pipelineInfo.pipelineLayout = frustumLayout;
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frustumPipeline = graphics->createComputePipeline(pipelineInfo);
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Gfx::OUniformBuffer frustumDispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData =
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{
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.size = sizeof(DispatchParams),
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.data = (uint8*)&dispatchParams,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.name = "FrustumDispatch",
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});
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frustumDispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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frustumBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData =
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{
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@@ -302,10 +280,10 @@ void LightCullingPass::setupFrustums() {
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frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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graphics->waitDeviceIdle();
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Gfx::PDescriptorSet dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, 0, frustumDispatchParamsBuffer);
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dispatchParamsSet->updateBuffer(1, 0, frustumBuffer);
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dispatchParamsSet->updateConstants("numThreadGroups", 0, &numThreadGroups);
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dispatchParamsSet->updateConstants("numThreads", 0, &numThreads);
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dispatchParamsSet->updateBuffer(FRUSTUMBUFFER_NAME, 0, frustumBuffer);
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dispatchParamsSet->writeChanges();
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Gfx::OComputeCommand command = graphics->createComputeCommand("FrustumCommand");
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