Working on visibility pass
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@@ -66,6 +66,8 @@ void DepthPrepass::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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// ViewData => global, static
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@@ -119,14 +121,14 @@ void DepthPrepass::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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if (graphics->supportMeshShading())
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{
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//command->drawMesh(vertexData->getNumInstances(), 1, 1);
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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}
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else
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{
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@@ -174,6 +176,13 @@ void DepthPrepass::render()
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Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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);
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// Sync culling reads to compute write
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cullingBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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);
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}
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void DepthPrepass::endFrame()
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@@ -186,13 +195,15 @@ void DepthPrepass::publishOutputs()
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void DepthPrepass::createRenderPass()
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{
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
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visibilityAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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visibilityAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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