it at least does something
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@@ -25,15 +25,9 @@ class LightCullingPass : public RenderPass {
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void setupFrustums();
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static constexpr uint32 BLOCK_SIZE = 32;
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static constexpr uint32 INDEX_LIGHT_ENV = 1;
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struct DispatchParams {
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glm::uvec3 numThreadGroups;
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uint32_t pad0;
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glm::uvec3 numThreads;
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uint32_t pad1;
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} dispatchParams;
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Gfx::OShaderBuffer frustumBuffer;
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Gfx::OUniformBuffer dispatchParamsBuffer;
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constexpr static std::string FRUSTUMBUFFER_NAME = "frustums";
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Gfx::ODescriptorLayout dispatchParamsLayout;
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Gfx::PDescriptorSet dispatchParamsSet;
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Gfx::OComputeShader frustumShader;
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@@ -42,12 +36,19 @@ class LightCullingPass : public RenderPass {
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PLightEnvironment lightEnv;
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Gfx::PTexture2D depthAttachment;
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constexpr static std::string DEPTHATTACHMENT_NAME = "depth";
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Gfx::OShaderBuffer oLightIndexCounter;
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constexpr static std::string OLIGHTINDEXCOUNTER_NAME = "oLightIndexCounter";
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Gfx::OShaderBuffer tLightIndexCounter;
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constexpr static std::string TLIGHTINDEXCOUNTER_NAME = "tLightIndexCounter";
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Gfx::OShaderBuffer oLightIndexList;
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constexpr static std::string OLIGHTINDEXLIST_NAME = "oLightIndexList";
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Gfx::OShaderBuffer tLightIndexList;
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constexpr static std::string TLIGHTINDEXLIST_NAME = "tLightIndexList";
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Gfx::OTexture2D oLightGrid;
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constexpr static std::string OLIGHTGRID_NAME = "oLightGrid";
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Gfx::OTexture2D tLightGrid;
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constexpr static std::string TLIGHTGRID_NAME = "tLightGrid";
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Gfx::PDescriptorSet cullingDescriptorSet;
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Gfx::ODescriptorLayout cullingDescriptorLayout;
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Gfx::OPipelineLayout cullingLayout;
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