Forgot to actually remove it
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@@ -61,7 +61,7 @@ void LightCullingPass::render()
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Gfx::PComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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Gfx::PComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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computeCommand->bindPipeline(cullingPipeline);
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computeCommand->bindPipeline(cullingPipeline);
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computeCommand->bindDescriptor({ viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet() });
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computeCommand->bindDescriptor({ viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet() });
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computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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//computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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Array<Gfx::PComputeCommand> commands = {computeCommand};
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Array<Gfx::PComputeCommand> commands = {computeCommand};
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graphics->executeCommands(commands);
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graphics->executeCommands(commands);
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depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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@@ -325,7 +325,6 @@ void RenderCommand::pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStag
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void RenderCommand::draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance)
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void RenderCommand::draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance)
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{
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{
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graphics->setCheckpointMarker(handle, "Fuck");
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assert(threadId == std::this_thread::get_id());
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assert(threadId == std::this_thread::get_id());
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vkCmdDraw(handle, vertexCount, instanceCount, firstVertex, firstInstance);
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vkCmdDraw(handle, vertexCount, instanceCount, firstVertex, firstInstance);
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}
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}
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