Then chaining still kinda broken
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@@ -63,6 +63,7 @@ Job BasePassMeshProcessor::processMeshBatch(
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collection->fragmentShader,
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false);
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}
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std::unique_lock lock(commandLock);
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renderCommands.add(renderCommand);
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co_return;
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}
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@@ -160,6 +161,7 @@ MainJob BasePass::render()
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co_await Job::all(jobs);
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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co_return;
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}
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MainJob BasePass::endFrame()
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@@ -27,6 +27,7 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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std::cout << "Depth job started" << std::endl;
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PMaterialAsset material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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@@ -60,7 +61,9 @@ Job 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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renderCommands.add(renderCommand);
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std::cout << "Finished depth job" << std::endl;
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co_return;
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}
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@@ -127,8 +130,10 @@ MainJob DepthPrepass::render()
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jobs.add(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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}
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MainJob DepthPrepass::endFrame()
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@@ -20,9 +20,7 @@ public:
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int32 staticMeshId = -1) override;
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private:
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//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
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Gfx::PViewport target;
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//uint32 cachedPrimitiveIndex;
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};
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DEFINE_REF(DepthPrepassMeshProcessor)
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DECLARE_REF(CameraActor)
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@@ -38,6 +38,7 @@ protected:
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Gfx::PGeometryShader geometryShader,
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Gfx::PFragmentShader fragmentShader,
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bool positionOnly);
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std::mutex commandLock;
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Array<Gfx::PRenderCommand> renderCommands;
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};
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} // namespace Seele
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