Adding basic CBT Terrain implementation
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@@ -49,7 +49,7 @@ PGraphicsPipeline PipelineCache::createPipeline(Gfx::LegacyPipelineCreateInfo gf
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if (graphicsPipelines.contains(hash)) {
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return graphicsPipelines[hash];
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}
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PPipelineLayout layout = Gfx::PPipelineLayout(gfxInfo.pipelineLayout).cast<PipelineLayout>();
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PPipelineLayout layout = gfxInfo.pipelineLayout.cast<PipelineLayout>();
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Array<VkVertexInputBindingDescription> bindings;
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Array<VkVertexInputAttributeDescription> attributes;
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if (gfxInfo.vertexInput != nullptr) {
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@@ -429,7 +429,7 @@ PGraphicsPipeline PipelineCache::createPipeline(Gfx::MeshPipelineCreateInfo gfxI
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}
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PComputePipeline PipelineCache::createPipeline(Gfx::ComputePipelineCreateInfo computeInfo) {
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PPipelineLayout layout = Gfx::PPipelineLayout(computeInfo.pipelineLayout).cast<PipelineLayout>();
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PPipelineLayout layout = computeInfo.pipelineLayout.cast<PipelineLayout>();
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auto computeStage = computeInfo.computeShader.cast<ComputeShader>();
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uint32 hash = layout->getHash();
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