More ray tracing changes
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@@ -65,9 +65,7 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
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DepthCullingPass::~DepthCullingPass() {}
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void DepthCullingPass::beginFrame(const Component::Camera& cam) {
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RenderPass::beginFrame(cam);
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}
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void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void DepthCullingPass::render() {
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query->beginQuery();
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@@ -231,14 +229,15 @@ void DepthCullingPass::publishOutputs() {
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};
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depthMipBuffer = graphics->createShaderBuffer(depthMipInfo);
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ShaderCreateInfo mipComputeInfo = {
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ShaderCompilationInfo mipComputeInfo = {
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.name = "DepthMipCompute",
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.mainModule = "DepthMipGen",
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.entryPoint = "initialReduce",
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.modules = {"DepthMipGen"},
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.entryPoints = {{"initialReduce", "DepthMipGen"}, {"reduceLevel", "DepthMipGen"}},
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.rootSignature = depthComputeLayout,
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};
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depthInitialReduceShader = graphics->createComputeShader(mipComputeInfo);
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graphics->beginShaderCompilation(mipComputeInfo);
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depthInitialReduceShader = graphics->createComputeShader({0});
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depthComputeLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
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@@ -246,10 +245,7 @@ void DepthCullingPass::publishOutputs() {
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.pipelineLayout = depthComputeLayout,
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};
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depthInitialReduce = graphics->createComputePipeline(pipelineCreateInfo);
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mipComputeInfo.entryPoint = "reduceLevel";
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depthMipGenShader = graphics->createComputeShader(mipComputeInfo);
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depthMipGenShader = graphics->createComputeShader({1});
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pipelineCreateInfo.computeShader = depthMipGenShader;
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