Rendering works now
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@@ -18,7 +18,7 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
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{
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}
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Job DepthPrepassMeshProcessor::processMeshBatch(
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void DepthPrepassMeshProcessor::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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@@ -27,7 +27,7 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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std::cout << "Depth job started" << std::endl;
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//std::cout << "Depth job started" << std::endl;
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PMaterialAsset material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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@@ -63,8 +63,8 @@ Job DepthPrepassMeshProcessor::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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std::cout << "Finished depth job" << std::endl;
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co_return;
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//std::cout << "Finished depth job" << std::endl;
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//co_return;
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}
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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@@ -127,10 +127,11 @@ MainJob DepthPrepass::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, depthPrepassLayout, primitiveLayout, descriptorSets));
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//jobs.add(
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processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
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}
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co_await Job::all(jobs);
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std::cout << "Finished waiting depth jobs " << std::endl;
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//co_await Job::all(jobs);
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//std::cout << "Finished waiting depth jobs " << std::endl;
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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co_return;
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