More ray tracing changes
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@@ -59,21 +59,22 @@ void VisibilityPass::publishOutputs() {
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visibilityDescriptor->create();
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visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
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visibilityLayout->addDescriptorLayout(viewParamsLayout);
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visibilityLayout->addDescriptorLayout(visibilityDescriptor);
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visibilityLayout->addDescriptorLayout(viewParamsLayout);
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ShaderCreateInfo createInfo = {
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ShaderCompilationInfo createInfo = {
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.name = "Visibility",
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.mainModule = "VisibilityCompute",
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.entryPoint = "computeMain",
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.modules = {"VisibilityCompute"},
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.entryPoints = {{"computeMain", "VisibilityCompute"}},
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.rootSignature = visibilityLayout,
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};
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visibilityShader = graphics->createComputeShader(createInfo);
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graphics->beginShaderCompilation(createInfo);
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visibilityShader = graphics->createComputeShader({0});
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visibilityLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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pipelineInfo.computeShader = visibilityShader;
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pipelineInfo.pipelineLayout = std::move(visibilityLayout);
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pipelineInfo.pipelineLayout = visibilityLayout;
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visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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