Rendering works now
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@@ -20,7 +20,7 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
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{
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}
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Job BasePassMeshProcessor::processMeshBatch(
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void BasePassMeshProcessor::processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass& renderPass,
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@@ -65,7 +65,7 @@ Job BasePassMeshProcessor::processMeshBatch(
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}
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std::unique_lock lock(commandLock);
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renderCommands.add(renderCommand);
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co_return;
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//co_return;
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}
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BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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@@ -156,9 +156,10 @@ MainJob BasePass::render()
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List<Job> jobs;
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for (auto &&meshBatch : passData.staticDrawList)
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{
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jobs.add(processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets));
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//jobs.add(
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processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}
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co_await Job::all(jobs);
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//co_await Job::all(jobs);
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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co_return;
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