Adding transparency support
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@@ -105,7 +105,9 @@ void DepthCullingPass::render() {
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UVector2 threadGroups = (((mipDims[i] + UVector2(1, 1)) / 2u) + UVector2(BLOCK_SIZE - 1, BLOCK_SIZE - 1)) / uint32(BLOCK_SIZE);
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computeCommand->dispatch(threadGroups.x, threadGroups.y, 1);
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}
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Array<Gfx::OComputeCommand> computeCommands;
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computeCommands.add(std::move(computeCommand));
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graphics->executeCommands(std::move(computeCommands));
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depthMipBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
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