Adding basic CBT Terrain implementation
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@@ -331,6 +331,11 @@ void RenderCommand::draw(uint32 vertexCount, uint32 instanceCount, int32 firstVe
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vkCmdDraw(handle, vertexCount, instanceCount, firstVertex, firstInstance);
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}
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void RenderCommand::drawIndirect(Gfx::PShaderBuffer buffer, uint64 offset, uint32 drawCount, uint32 stride) {
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assert(threadId == std::this_thread::get_id());
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vkCmdDrawIndirect(handle, buffer.cast<ShaderBuffer>()->getHandle(), offset, drawCount, stride);
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}
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void RenderCommand::drawIndexed(uint32 indexCount, uint32 instanceCount, int32 firstIndex, uint32 vertexOffset, uint32 firstInstance) {
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assert(threadId == std::this_thread::get_id());
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vkCmdDrawIndexed(handle, indexCount, instanceCount, firstIndex, vertexOffset, firstInstance);
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@@ -470,6 +475,10 @@ void ComputeCommand::dispatch(uint32 threadX, uint32 threadY, uint32 threadZ) {
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assert(threadId == std::this_thread::get_id());
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vkCmdDispatch(handle, threadX, threadY, threadZ);
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}
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void ComputeCommand::dispatchIndirect(Gfx::PShaderBuffer buffer, uint32 offset) {
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assert(threadId == std::this_thread::get_id());
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vkCmdDispatchIndirect(handle, buffer.cast<ShaderBuffer>()->getHandle(), offset);
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}
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CommandPool::CommandPool(PGraphics graphics, PQueue queue) : graphics(graphics), queue(queue), queueFamilyIndex(queue->getFamilyIndex()) {
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VkCommandPoolCreateInfo info = {
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