lot of metal changes, but no idea how this stuff works
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@@ -13,7 +13,7 @@ void VisibilityPass::beginFrame(const Component::Camera& cam) {
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}
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void VisibilityPass::render() {
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT,
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/*cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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cullingBuffer->clear();
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@@ -38,7 +38,7 @@ void VisibilityPass::render() {
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query->endQuery();
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT);
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Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT);*/
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}
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void VisibilityPass::endFrame() {}
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