Fixed window resizing
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@@ -472,7 +472,7 @@ void BasePass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport->getRenderArea(), "BasePass");
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), "BasePass");
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
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oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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@@ -203,5 +203,5 @@ void CachedDepthPass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport->getRenderArea(), "CachedDepthPass");
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), "CachedDepthPass");
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}
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@@ -306,5 +306,5 @@ void DepthCullingPass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport->getRenderArea(), "DepthCullingPass");
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), "DepthCullingPass");
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}
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@@ -216,7 +216,7 @@ void ToneMappingPass::createRenderPass() {
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(targetLayout, dependency, viewport->getRenderArea(), "ToneMappingPass");
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renderPass = graphics->createRenderPass(targetLayout, dependency, "ToneMappingPass");
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pipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = vert,
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.fragmentShader = frag,
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@@ -170,7 +170,7 @@ void UIPass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport->getRenderArea(), "TextPass");
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renderPass = graphics->createRenderPass(std::move(layout), dependency, "TextPass");
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graphics->beginShaderCompilation(ShaderCompilationInfo{
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.name = "TextVertex",
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