Lots of shader changes, basic primitive writing
This commit is contained in:
@@ -9,21 +9,21 @@ extern bool useViewCulling;
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CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "MeshletPass", false, false, "", true, true, "DrawListTask");
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "LegacyPass");
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}
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depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "VisibilityMeshletPass", false, true, "VisibilityPass", true, true, "DrawListTask");
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "LegacyPass");
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}
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}
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CachedDepthPass::~CachedDepthPass()
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@@ -32,117 +32,130 @@ CachedDepthPass::~CachedDepthPass()
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void CachedDepthPass::beginFrame(const Component::Camera &cam)
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{
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RenderPass::beginFrame(cam);
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RenderPass::beginFrame(cam);
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}
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void CachedDepthPass::render()
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{
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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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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permutation.setPositionOnly(usePositionOnly);
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permutation.setViewCulling(useViewCulling);
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("DrawListTask");
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permutation.setMeshFile("MeshletPass");
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}
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else
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{
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permutation.setVertexFile("LegacyPass");
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}
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for (VertexData *vertexData : VertexData::getList())
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{
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permutation.setVertexData(vertexData->getTypeName());
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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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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Gfx::ShaderPermutation permutation;
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permutation.setPositionOnly(usePositionOnly);
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permutation.setViewCulling(useViewCulling);
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if (graphics->supportMeshShading())
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{
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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.meshShader = collection->meshShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState = {
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.samples = viewport->getSamples(),
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},
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.depthStencilState = {
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend = {
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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permutation.setTaskFile("DrawListTask");
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permutation.setMeshFile("VisibilityMeshletPass");
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}
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else
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{
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
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.vertexShader = collection->vertexShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState = {
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.samples = viewport->getSamples(),
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},
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.depthStencilState = {
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend = {
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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permutation.setVertexFile("LegacyPass");
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}
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(vertexData->getInstanceDataSet());
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
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if (graphics->supportMeshShading())
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permutation.setFragmentFile("VisibilityPass");
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for (VertexData *vertexData : VertexData::getList())
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{
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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}
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else
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{
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const auto &materials = vertexData->getMaterialData();
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for (const auto &materialData : materials)
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{
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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for (const auto &drawCall : materialData.instances)
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permutation.setVertexData(vertexData->getTypeName());
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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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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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 inst = drawCall.offsets.instanceOffset;
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for (const auto &meshData : drawCall.instanceMeshData)
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{
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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}
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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.meshShader = collection->meshShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState = {
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.samples = viewport->getSamples(),
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},
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.depthStencilState = {
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend = {
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.attachmentCount = 1,
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},
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};
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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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}
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else
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{
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
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.vertexShader = collection->vertexShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState = {
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.samples = viewport->getSamples(),
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},
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.depthStencilState = {
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend = {
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.attachmentCount = 1,
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},
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};
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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(vertexData->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(vertexData->getInstanceDataSet());
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
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if (graphics->supportMeshShading())
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{
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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}
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else
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{
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const auto &materials = vertexData->getMaterialData();
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for (const auto &materialData : materials)
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{
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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for (const auto &drawCall : materialData.instances)
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{
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 inst = drawCall.offsets.instanceOffset;
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for (const auto &meshData : drawCall.instanceMeshData)
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{
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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}
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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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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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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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// Sync depth read/write with depth pass depth read
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depthBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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// sync visibility write with depth pass visibility write
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visibilityBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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}
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void CachedDepthPass::endFrame()
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@@ -151,72 +164,66 @@ void CachedDepthPass::endFrame()
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void CachedDepthPass::publishOutputs()
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{
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// If we render to a part of an image, the depth buffer itself must
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// still match the size of the whole image or their coordinate systems go out of sync
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TextureCreateInfo depthBufferInfo = {
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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};
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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depthAttachment =
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Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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// If we render to a part of an image, the depth buffer itself must
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// still match the size of the whole image or their coordinate systems go out of sync
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TextureCreateInfo depthBufferInfo = {
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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};
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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depthAttachment =
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Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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TextureCreateInfo visibilityInfo = {
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.format = Gfx::SE_FORMAT_R32G32_UINT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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};
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visibilityBuffer = graphics->createTexture2D(visibilityInfo);
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visibilityAttachment =
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Gfx::RenderTargetAttachment(visibilityBuffer,
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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("VISIBILITY", visibilityAttachment);
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TextureCreateInfo visibilityInfo = {
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.format = Gfx::SE_FORMAT_R32_UINT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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};
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visibilityBuffer = graphics->createTexture2D(visibilityInfo);
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visibilityAttachment =
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Gfx::RenderTargetAttachment(visibilityBuffer,
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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("VISIBILITY", visibilityAttachment);
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}
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void CachedDepthPass::createRenderPass()
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{
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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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 = 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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.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_EARLY_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_READ_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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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = {visibilityAttachment},
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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 = 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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// .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_EARLY_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_READ_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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}
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