Staging before meshlet linearization
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@@ -0,0 +1,227 @@
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#include "StaticBasePass.h"
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#include "Graphics/Shader.h"
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#include "Graphics/StaticMeshVertexData.h"
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using namespace Seele;
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StaticBasePass::StaticBasePass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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basePassLayout = graphics->createPipelineLayout("BasePassLayout");
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basePassLayout->addDescriptorLayout(viewParamsLayout);
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basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
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lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
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// oLightIndexList
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
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// oLightGrid
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, });
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lightCullingLayout->create();
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basePassLayout->addDescriptorLayout(lightCullingLayout);
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "StaticMeshletPass", true, true, "BasePass", true);
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", true, true, "BasePass");
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}
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}
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StaticBasePass::~StaticBasePass()
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{
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}
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void StaticBasePass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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lightCullingLayout->reset();
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opaqueCulling = lightCullingLayout->allocateDescriptorSet();
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transparentCulling = lightCullingLayout->allocateDescriptorSet();
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}
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void StaticBasePass::render()
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{
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oLightIndexList->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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tLightIndexList->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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oLightGrid->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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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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opaqueCulling->updateBuffer(0, oLightIndexList);
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opaqueCulling->updateTexture(1, oLightGrid);
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transparentCulling->updateBuffer(0, tLightIndexList);
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transparentCulling->updateTexture(1, tLightGrid);
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opaqueCulling->writeChanges();
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transparentCulling->writeChanges();
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("StaticMeshletPass");
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permutation.setMeshFile("StaticMeshletPass");
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}
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else
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{
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permutation.setVertexFile("StaticLegacyPass");
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}
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permutation.setFragmentFile("BasePass");
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StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
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permutation.setVertexData(vd->getTypeName());
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for (size_t i = 0; i < vd->getStaticMeshes().size(); ++i)
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{
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const auto& mesh = vd->getStaticMeshes()[i];
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permutation.setMaterial(mesh.material->getName());
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading())
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{
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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pipelineInfo.taskShader = collection->taskShader;
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pipelineInfo.meshShader = collection->meshShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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else
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{
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexShader = collection->vertexShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor(vd->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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command->bindDescriptor(vd->getInstanceDataSet(), { 0, 0 });
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for (const auto& instance : mesh.staticInstance)
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{
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command->bindDescriptor(instance.instance->getDescriptorSet());
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if (graphics->supportMeshShading())
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{
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command->drawMesh(instance.meshletIds.size(), 1, 1);
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}
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else
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{
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//command->bindIndexBuffer(vd->getIndexBuffer());
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//uint32 instanceOffset = 0;
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//for (const auto& meshData : vd->getMeshData(mapping.mapped))
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//{
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// if (meshData.numIndices > 0)
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// {
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// command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
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// }
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// instanceOffset++;
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//}
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}
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}
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commands.add(std::move(command));
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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}
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void StaticBasePass::endFrame()
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{
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}
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void StaticBasePass::publishOutputs()
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{
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colorAttachment = Gfx::RenderTargetAttachment(viewport,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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meshletIdTexture = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32_UINT,
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.width = viewport->getWidth(),
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.height = viewport->getHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
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});
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meshletIdAttachment = Gfx::RenderTargetAttachment(meshletIdTexture,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_MESHLETID", meshletIdAttachment);
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}
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void StaticBasePass::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_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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.colorAttachments = { colorAttachment, meshletIdAttachment },
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.depthAttachment = depthAttachment,
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};
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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 = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_NONE,
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.dstAccess = Gfx::SE_ACCESS_COLOR_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_EARLY_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_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_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_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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},
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};
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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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tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
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}
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