Working on visibility pass
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@@ -15,16 +15,18 @@ public:
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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uint64 allocate
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private:
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static constexpr uint32 BLOCK_SIZE = 32;
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::PDescriptorSet visibilitySet;
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Gfx::ODescriptorLayout visibilityDescriptor;
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Gfx::OPipelineLayout visibilityLayout;
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Gfx::OComputeShader visibilityShader;
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Gfx::PComputePipeline visibilityPipeline;
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// Holds culling information for every meshlet for each instance
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Gfx::OShaderBuffer cullingBuffer;
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glm::uvec3 threadGroupSize;
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};
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DEFINE_REF(VisibilityPass)
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}
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