Changing render attachment sharing
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@@ -70,10 +70,10 @@ void UIPass::publishOutputs()
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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depthAttachment =
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new Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment->clear.depthStencil.depth = 1.0f;
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depthAttachment.clear.depthStencil.depth = 1.0f;
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resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
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TextureCreateInfo colorBufferInfo = {
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@@ -84,10 +84,10 @@ void UIPass::publishOutputs()
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};
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colorBuffer = graphics->createTexture2D(colorBufferInfo);
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renderTarget =
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new Gfx::RenderTargetAttachment(colorBuffer,
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Gfx::RenderTargetAttachment(colorBuffer,
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Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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renderTarget->clear.color = { {0.0f, 0.0f, 0.0f, 1.0f} };
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renderTarget.clear.color = { {0.0f, 0.0f, 0.0f, 1.0f} };
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resources->registerRenderPassOutput("UIPASS_COLOR", renderTarget);
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}
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