Implemented basic occlusions queries
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@@ -60,7 +60,7 @@ void ShaderCompiler::compile() {
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work.add([=]() {
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ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(x);
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permutation.setViewCulling(y);
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permutation.setDepthCulling(y);
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permutation.setVertexData(vd->getTypeName());
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
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@@ -78,7 +78,7 @@ void ShaderCompiler::compile() {
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work.add([=]() {
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ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(x);
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permutation.setViewCulling(y);
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permutation.setDepthCulling(y);
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permutation.setVertexData(vd->getTypeName());
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
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@@ -113,8 +113,8 @@ void ShaderCompiler::createShaders(ShaderPermutation permutation, Gfx::OPipeline
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if (permutation.positionOnly) {
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createInfo.defines["POS_ONLY"] = "1";
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}
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if (permutation.viewCulling) {
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createInfo.defines["VIEW_CULLING"] = "1";
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if (permutation.depthCulling) {
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createInfo.defines["DEPTH_CULLING"] = "1";
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}
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if (permutation.visibilityPass) {
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createInfo.defines["VISIBILITY"] = "1";
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