Forgetting to delete leads to memoryleaks
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@@ -39,7 +39,7 @@ void DepthPrepass::render()
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depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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Gfx::ShaderPermutation permutation;
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permutation.hasFragment = false;
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if(Gfx::useMeshShading)
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if(graphics->supportMeshShading())
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{
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permutation.useMeshShading = true;
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permutation.hasTaskShader = true;
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@@ -76,7 +76,7 @@ void DepthPrepass::render()
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if(Gfx::useMeshShading)
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if(graphics->supportMeshShading())
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{
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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pipelineInfo.taskShader = collection->taskShader;
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@@ -107,7 +107,7 @@ void DepthPrepass::render()
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descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
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command->bindDescriptor(descriptorSets);
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if(Gfx::useMeshShading)
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if(graphics->supportMeshShading())
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{
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command->dispatch(instance.numMeshes, 1, 1);
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}
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