Basic mutability framework
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@@ -18,11 +18,11 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
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{
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}
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void DepthPrepassMeshProcessor::processMeshBatch(
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Job DepthPrepassMeshProcessor::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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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PPipelineLayout baseLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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@@ -38,6 +38,7 @@ void DepthPrepassMeshProcessor::processMeshBatch(
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
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renderCommand->setViewport(target);
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Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
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pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
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pipelineLayout->create();
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Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
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@@ -61,10 +62,10 @@ void DepthPrepassMeshProcessor::processMeshBatch(
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collection->fragmentShader,
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true);
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}
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std::unique_lock lock(commandLock);
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std::scoped_lock lock(commandLock);
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renderCommands.add(renderCommand);
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//std::cout << "Finished depth job" << std::endl;
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//co_return;
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co_return;
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}
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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@@ -128,10 +129,9 @@ MainJob DepthPrepass::render()
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for (auto &&meshBatch : passData.staticDrawList)
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{
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//jobs.add(
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processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
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co_await processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
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}
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//co_await Job::all(jobs);
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//std::cout << "Finished waiting depth jobs " << std::endl;
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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co_return;
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