it at least does something
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@@ -21,8 +21,8 @@ void VisibilityPass::render() {
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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visibilityDescriptor->reset();
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visibilitySet = visibilityDescriptor->allocateDescriptorSet();
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visibilitySet->updateTexture(0, 0, visibilityAttachment.getTexture());
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visibilitySet->updateBuffer(1, 0, cullingBuffer);
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visibilitySet->updateTexture(VISIBILITY_NAME, 0, visibilityAttachment.getTexture());
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visibilitySet->updateBuffer(CULLINGBUFFER_NAME, 0, cullingBuffer);
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visibilitySet->writeChanges();
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query->beginQuery();
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@@ -49,13 +49,14 @@ void VisibilityPass::publishOutputs() {
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threadGroupSize = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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visibilityDescriptor = graphics->createDescriptorLayout("pVisibilityParams");
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.name = VISIBILITY_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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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1,
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.name = CULLINGBUFFER_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,
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});
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visibilityDescriptor->create();
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