Removing the need for multiview
This commit is contained in:
@@ -70,11 +70,11 @@ struct VertexOutput
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float3 localPos : LOCALPOS;
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};
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[shader("vertex")]
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VertexOutput vertMain(uint vertexIndex : SV_VertexID, uint viewIndex : SV_ViewID)
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VertexOutput vertMain(uint vertexIndex : SV_VertexID)
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{
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VertexOutput output;
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output.localPos = vertices[vertexIndex];
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output.svPos = mul(pViewParams.projection, mul(pViewParams.view[viewIndex], float4(output.localPos, 1)));
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output.svPos = mul(pViewParams.projection, mul(pViewParams.view[vertexIndex / 6], float4(output.localPos, 1)));
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return output;
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}
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@@ -131,93 +131,112 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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.height = SOURCE_RESOLUTION,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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});
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Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments =
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{
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Gfx::RenderTargetAttachment(cubeMap->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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Array<Gfx::OTextureView> cubeViews;
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cubeViews.add(cubeMap->createTextureView(0, 1, 0, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 1, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 2, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 3, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 4, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 5, 1));
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for(uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments =
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{
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Gfx::RenderTargetAttachment(cubeViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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},
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},
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{
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Gfx::SubPassDependency{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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},
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},
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{
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Gfx::SubPassDependency{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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},
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},
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{
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.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass", {0b111111}, {0b111111});
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cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = cubeRenderFrag,
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.renderPass = cubeRenderPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
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.offset = {0, 0},
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},
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});
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graphics->beginRenderPass(cubeRenderPass);
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Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("CubeMapRender");
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renderCommand->bindPipeline(cubeRenderPipeline);
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renderCommand->bindDescriptor({set});
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renderCommand->setViewport(cubeRenderViewport);
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renderCommand->draw(36, 1, 0, 0);
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graphics->executeCommands(std::move(renderCommand));
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graphics->endRenderPass();
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Gfx::OTextureCube convolutedMap = graphics->createTextureCube(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = CONVOLUTED_RESOLUTION,
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.height = CONVOLUTED_RESOLUTION,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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});
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Gfx::ORenderPass convolutionPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(convolutedMap->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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{},
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{
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.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass", {0b111111}, {0b111111});
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convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = convolutionFrag,
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.renderPass = convolutionPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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});
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"EnvironmentRenderPass");
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cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = cubeRenderFrag,
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.renderPass = cubeRenderPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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});
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graphics->beginRenderPass(cubeRenderPass);
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Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("CubeMapRender");
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renderCommand->bindPipeline(cubeRenderPipeline);
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renderCommand->bindDescriptor({set});
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renderCommand->setViewport(cubeRenderViewport);
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renderCommand->draw(6, 1, i*6, 0);
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graphics->executeCommands(std::move(renderCommand));
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graphics->endRenderPass();
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}
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set = cubeRenderLayout->allocateDescriptorSet();
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set->updateConstants("view", 0, captureViews);
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set->updateConstants("projection", 0, &captureProjection);
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set->updateSampler("sampler", 0, cubeSampler);
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set->updateTexture("cubeMap", 0, cubeMap->getDefaultView());
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set->writeChanges();
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Gfx::OTextureCube convolutedMap = graphics->createTextureCube(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = CONVOLUTED_RESOLUTION,
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.height = CONVOLUTED_RESOLUTION,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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});
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Array<Gfx::OTextureView> convolutedViews;
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convolutedViews.add(cubeMap->createTextureView(0, 1, 0, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 1, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 2, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 3, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 4, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 5, 1));
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for(uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass convolutionPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(convolutedViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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{},
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{
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.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
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.offset = {0, 0},
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},
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"EnvironmentRenderPass");
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convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = convolutionFrag,
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.renderPass = convolutionPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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});
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graphics->beginRenderPass(convolutionPass);
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Gfx::ORenderCommand cmd = graphics->createRenderCommand("ConvolutionPass");
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cmd->bindPipeline(convolutionPipeline);
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cmd->bindDescriptor({set});
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cmd->setViewport(convolutionViewport);
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cmd->draw(36, 1, 0, 0);
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graphics->executeCommands(std::move(cmd));
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graphics->endRenderPass();
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graphics->beginRenderPass(convolutionPass);
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Gfx::ORenderCommand cmd = graphics->createRenderCommand("ConvolutionPass");
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cmd->bindPipeline(convolutionPipeline);
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cmd->bindDescriptor({set});
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cmd->setViewport(convolutionViewport);
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cmd->draw(6, 1, i*6, 0);
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graphics->executeCommands(std::move(cmd));
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graphics->endRenderPass();
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}
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asset->skybox = std::move(cubeMap);
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asset->irradianceMap = std::move(convolutedMap);
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graphics->waitDeviceIdle();
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@@ -905,7 +905,6 @@ void Graphics::createDevice(GraphicsInitializer initializer) {
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// required for spirv_1_4
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initializer.deviceExtensions.add(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
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}
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initializer.deviceExtensions.add(VK_KHR_MULTIVIEW_EXTENSION_NAME);
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#ifdef __APPLE__
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initializer.deviceExtensions.add("VK_KHR_portability_subset");
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#endif
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