Preparing for Writeup
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@@ -138,10 +138,10 @@ void DepthPrepass::render()
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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graphics->beginRenderPass(renderPass);
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/*for (auto &&meshBatch : scene->getStaticMeshes())
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for (auto &&meshBatch : passData.staticDrawList)
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{
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processor->addMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
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}*/
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}
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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}
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@@ -232,7 +232,7 @@ void LightCullingPass::createRenderPass()
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH")->getTexture();
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}
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void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
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void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>&)
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{
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}
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