Lot more Metal changes
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@@ -26,7 +26,7 @@ void Seele::addDebugVertex(DebugVertex vert) { gDebugVertices.add(vert); }
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void Seele::addDebugVertices(Array<DebugVertex> verts) { gDebugVertices.addAll(verts); }
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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waterRenderer = new WaterRenderer(graphics, scene, viewParamsLayout);
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//waterRenderer = new WaterRenderer(graphics, scene, viewParamsLayout);
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basePassLayout = graphics->createPipelineLayout("BasePassLayout");
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basePassLayout->addDescriptorLayout(viewParamsLayout);
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@@ -98,7 +98,7 @@ void BasePass::beginFrame(const Component::Camera& cam) {
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opaqueCulling = lightCullingLayout->allocateDescriptorSet();
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transparentCulling = lightCullingLayout->allocateDescriptorSet();
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waterRenderer->beginFrame();
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//waterRenderer->beginFrame();
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// Debug vertices
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{
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@@ -248,7 +248,7 @@ void BasePass::render() {
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}
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}
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commands.add(waterRenderer->render(viewParamsSet));
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//commands.add(waterRenderer->render(viewParamsSet));
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// Skybox
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{
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@@ -1,6 +1,6 @@
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#include "DepthCullingPass.h"
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#include "Graphics/Shader.h"
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#include <minmax.h>
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#include <algorithm>
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using namespace Seele;
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@@ -218,8 +218,8 @@ void DepthCullingPass::publishOutputs() {
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mipOffsets.add(bufferSize);
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mipDims.add(UVector2(width, height));
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bufferSize += width * height;
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width = max((width + 1) / 2, 1);
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height = max((height + 1) / 2, 1);
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width = std::max((width + 1) / 2, 1u);
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height = std::max((height + 1) / 2, 1u);
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}
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ShaderBufferCreateInfo depthMipInfo = {
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.sourceData =
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@@ -260,6 +260,7 @@ void LightCullingPass::setupFrustums() {
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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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});
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dispatchParamsLayout->create();
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frustumLayout = graphics->createPipelineLayout("FrustumLayout");
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frustumLayout->addDescriptorLayout(viewParamsLayout);
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frustumLayout->addDescriptorLayout(dispatchParamsLayout);
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@@ -248,7 +248,7 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
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{
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{"taskMain", "WaterTask"},
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{"meshMain", "WaterMesh"},
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{"main", "WaterPass"},
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{"fragmentMain", "WaterPass"},
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},
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.rootSignature = waterLayout,
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.dumpIntermediate = true,
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