Working on visibility pass
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@@ -66,6 +66,8 @@ void CachedDepthPass::render()
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for (VertexData *vertexData : VertexData::getList())
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{
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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// Descriptors:
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@@ -120,8 +122,8 @@ void CachedDepthPass::render()
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(vertexData->getInstanceDataSet());
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
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@@ -205,6 +207,8 @@ void CachedDepthPass::publishOutputs()
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void CachedDepthPass::createRenderPass()
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{
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = {visibilityAttachment},
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.depthAttachment = depthAttachment,
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