Adding basic memory resource
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@@ -278,7 +278,7 @@ void LightCullingPass::setupFrustums() {
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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 = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateConstants("numThreadGroups", 0, &numThreadGroups);
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dispatchParamsSet->updateConstants("numThreads", 0, &numThreads);
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dispatchParamsSet->updateBuffer(FRUSTUMBUFFER_NAME, 0, frustumBuffer);
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@@ -292,8 +292,5 @@ void LightCullingPass::setupFrustums() {
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commands.add(std::move(command));
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graphics->executeCommands(std::move(commands));
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frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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Frustum* frustums = (Frustum*)frustumBuffer->map();
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graphics->waitDeviceIdle();
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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}
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