Adding object debug naming
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@@ -49,7 +49,7 @@ void LightCullingPass::render()
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{
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oLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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@@ -58,7 +58,7 @@ void LightCullingPass::render()
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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@@ -82,6 +82,7 @@ void LightCullingPass::render()
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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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Array<Gfx::PComputeCommand> commands = {computeCommand};
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std::cout << "Execute" << std::endl;
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graphics->executeCommands(commands);
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//std::cout << "LightCulling render()" << std::endl;
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//co_return;
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@@ -156,8 +157,10 @@ void LightCullingPass::publishOutputs()
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},
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.numElements = 1,
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.dynamic = true,
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//.name = "oLightIndexCounter",
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};
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oLightIndexCounter = graphics->createShaderBuffer(structInfo);
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//structInfo.name = "tLightIndexCounter";
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tLightIndexCounter = graphics->createShaderBuffer(structInfo);
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structInfo = {
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.sourceData = {
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@@ -169,8 +172,10 @@ void LightCullingPass::publishOutputs()
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.owner = Gfx::QueueType::COMPUTE
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},
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.dynamic = false,
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//.name = "oLightIndexList",
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};
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oLightIndexList = graphics->createShaderBuffer(structInfo);
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//structInfo.name = "tLightIndexList";
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tLightIndexList = graphics->createShaderBuffer(structInfo);
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resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
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resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
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