Fixing initial frames
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@@ -270,7 +270,8 @@ void LightCullingPass::setupFrustums() {
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.dynamic = false,
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.name = "FrustumDispatch",
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});
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frustumDispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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frustumBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData =
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{
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@@ -282,6 +283,8 @@ void LightCullingPass::setupFrustums() {
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.dynamic = false,
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.name = "FrustumBuffer",
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});
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frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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Gfx::PDescriptorSet dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, frustumDispatchParamsBuffer);
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