Adding cached depth renderpass
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@@ -29,7 +29,6 @@ void taskMain(
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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p.instanceId = pOffsets.instanceOffset + groupID;
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//p.cullingOffset = pScene.cullingOffsets[pOffsets.cullingCounterOffset + groupID];
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}
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GroupMemoryBarrierWithGroupSync();
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for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
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@@ -43,7 +42,6 @@ void taskMain(
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uint index;
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InterlockedAdd(head, 1, index);
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p.culledMeshlets[index] = m;
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//pScene.culledMeshlets[p.cullingOffset + index] = m;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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