Graphics: Replace RenderFrame by RenderResources
This changes makes the whole rendering independent from the RenderFrame acquired from the Swapchain. This may allow to do offscreen rendering (= without swapchain), or multi-window rendering in the future
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@@ -352,7 +352,7 @@ int main()
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clearValues[1].depth = 1.f;
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clearValues[1].stencil = 0;
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builder.BeginRenderPass(windowSwapchain.GetFramebuffer(frame.GetFramebufferIndex()), windowSwapchain.GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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builder.BeginRenderPass(windowSwapchain.GetFramebuffer(frame.GetImageIndex()), windowSwapchain.GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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{
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builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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@@ -665,7 +665,7 @@ std::shared_ptr<Nz::Texture> GenerateSpriteTexture(Nz::RenderDevice& device, std
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}
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});
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swapchain.Transient().Execute([&](Nz::CommandBufferBuilder& builder)
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swapchain.GetTransientResources().Execute([&](Nz::CommandBufferBuilder& builder)
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{
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builder.TextureBarrier(Nz::PipelineStage::BottomOfPipe, Nz::PipelineStage::ComputeShader, {}, Nz::MemoryAccess::ShaderWrite, Nz::TextureLayout::Undefined, Nz::TextureLayout::General, *targetTexture);
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@@ -193,7 +193,7 @@ int main()
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clearValues[1].depth = 1.f;
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clearValues[1].stencil = 0;
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetImageIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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{
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builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
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@@ -368,7 +368,7 @@ int main()
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builder.BeginDebugRegion("Main window rendering", Nz::Color::Green());
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{
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetFramebufferIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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builder.BeginRenderPass(windowRT->GetFramebuffer(frame.GetImageIndex()), windowRT->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
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{
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builder.BindIndexBuffer(*renderBufferIB, Nz::IndexType::U16);
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builder.BindRenderPipeline(*pipeline);
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