More threadpool bs
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@@ -19,10 +19,7 @@ public:
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId = -1) override;
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Array<Gfx::PRenderCommand> getRenderCommands();
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void clearCommands();
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private:
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Array<Gfx::PRenderCommand> renderCommands;
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//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
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Gfx::PViewport target;
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//uint32 cachedPrimitiveIndex;
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@@ -39,9 +36,9 @@ class DepthPrepass : public RenderPass<DepthPrepassData>
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public:
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DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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~DepthPrepass();
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virtual Job beginFrame() override;
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virtual Job render() override;
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virtual Job endFrame() override;
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virtual void beginFrame() override;
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virtual MainJob render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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