lot of metal changes, but no idea how this stuff works

This commit is contained in:
Dynamitos
2025-02-14 00:39:53 +01:00
parent 52cbdd8470
commit ee03b5fa5f
31 changed files with 335 additions and 157 deletions
@@ -68,7 +68,7 @@ DepthCullingPass::~DepthCullingPass() {}
void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void DepthCullingPass::render() {
query->beginQuery();
/*query->beginQuery();
depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
@@ -217,7 +217,7 @@ void DepthCullingPass::render() {
// Sync visibility write with compute read
visibilityAttachment.getTexture()->pipelineBarrier(Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);*/
}
void DepthCullingPass::endFrame() {}