Restructuring renderpasses
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@@ -81,7 +81,6 @@ void DepthPrepassMeshProcessor::clearCommands()
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DepthPrepass::DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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: RenderPass(renderGraph, graphics, viewport)
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, processor(new DepthPrepassMeshProcessor(scene, viewport, graphics))
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, scene(scene)
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, descriptorSets(3)
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, source(source->getCameraComponent())
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{
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@@ -108,7 +107,7 @@ DepthPrepass::~DepthPrepass()
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{
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}
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void DepthPrepass::beginFrame()
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void DepthPrepass::beginFrame(UPViewFrame& viewFrame)
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{
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processor->clearCommands();
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primitiveLayout->reset();
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@@ -126,28 +125,28 @@ void DepthPrepass::beginFrame()
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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for(auto &&meshBatch : scene->getStaticMeshes())
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/*for(auto &&meshBatch : scene->getStaticMeshes())
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{
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meshBatch.material->updateDescriptorData();
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}
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}*/
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}
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void DepthPrepass::render()
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void DepthPrepass::render(UPViewFrame& viewFrame)
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{
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depthAttachment->getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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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 : scene->getStaticMeshes())
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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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void DepthPrepass::endFrame()
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void DepthPrepass::endFrame(UPViewFrame& viewFrame)
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{
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}
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