Updating slang
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@@ -56,9 +56,6 @@ void BasePass::render()
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tLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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depthAttachment.getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
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@@ -197,7 +194,7 @@ void BasePass::publishOutputs()
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void BasePass::createRenderPass()
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{
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR);
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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@@ -238,7 +235,7 @@ void BasePass::createRenderPass()
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.dstAccess = Gfx::SE_ACCESS_NONE,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport);
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
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oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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@@ -161,15 +161,25 @@ void DepthPrepass::createRenderPass()
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.depthAttachment = depthAttachment,
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};
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Gfx::SubPassDependency dependency = {
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Array<Gfx::SubPassDependency> dependency = {
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{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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}
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};
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renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport);
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renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
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}
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void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>&)
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@@ -51,9 +51,6 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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void LightCullingPass::render()
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{
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depthAttachment->pipelineBarrier(
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
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cullingDescriptorSet->updateTexture(0, depthAttachment);
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cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
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@@ -70,7 +67,6 @@ void LightCullingPass::render()
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Array<Gfx::PComputeCommand> commands = {computeCommand};
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//std::cout << "Execute" << std::endl;
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graphics->executeCommands(commands);
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graphics->waitDeviceIdle();
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}
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void LightCullingPass::endFrame()
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@@ -157,7 +153,7 @@ void LightCullingPass::publishOutputs()
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.size = (uint32)sizeof(uint32)
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* dispatchParams.numThreadGroups.x
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* dispatchParams.numThreadGroups.y
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* dispatchParams.numThreadGroups.z * 1024 * 16,
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* dispatchParams.numThreadGroups.z * 8192,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE
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},
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