builds now with VCPKG and MSAA works
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@@ -91,6 +91,7 @@ void DepthPrepass::render()
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pipelineInfo.pipelineLayout = std::move(layout);
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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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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@@ -102,6 +103,7 @@ void DepthPrepass::render()
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pipelineInfo.pipelineLayout = std::move(layout);
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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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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@@ -120,7 +122,7 @@ void DepthPrepass::render()
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{
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 instanceOffset = 0;
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for (const auto& [instance, meshData] : instance.meshes)
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for (const auto& [_, meshData] : instance.meshes)
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{
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if (meshData.numIndices > 0)
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{
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@@ -148,25 +150,30 @@ void DepthPrepass::publishOutputs()
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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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.samples = viewport->getSamples(),
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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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new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment->clear.depthStencil.depth = 1.0f;
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depthBufferInfo.samples = Gfx::SE_SAMPLE_COUNT_1_BIT;
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depthResolveBuffer = graphics->createTexture2D(depthBufferInfo);
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depthResolveAttachment =
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new Gfx::RenderTargetAttachment(depthResolveBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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resources->registerRenderPassOutput("DEPTHPREPASS_RESOLVED_DEPTH", depthResolveAttachment);
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}
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void DepthPrepass::createRenderPass()
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{
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout(depthAttachment);
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout{
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.depthAttachment = depthAttachment,
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.depthResolveAttachment = depthResolveAttachment,
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};
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renderPass = graphics->createRenderPass(std::move(layout), viewport);
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}
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void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
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{
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defines["INDEX_VIEW_PARAMS"] = "0";
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defines["INDEX_MATERIAL"] = "1";
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defines["INDEX_VERTEX_DATA"] = "2";
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defines["INDEX_SCENE_DATA"] = "3";
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}
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