Fixing debug pass
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@@ -71,6 +71,11 @@ void BasePass::render()
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tLightGrid->pipelineBarrier(
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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_FRAGMENT_SHADER_BIT);
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depthAttachment->getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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depthAttachment->getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
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@@ -191,7 +196,7 @@ void BasePass::publishOutputs()
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void BasePass::createRenderPass()
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{
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Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout{
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.colorAttachments = { colorAttachment },
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