Graphics: Make use of shader binding sets
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@@ -27,8 +27,9 @@ int main()
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Nz::RenderWindow window;
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Nz::MeshParams meshParams;
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meshParams.center = true;
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meshParams.storage = Nz::DataStorage::Software;
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, 90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, -90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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@@ -66,7 +67,7 @@ int main()
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material->EnableFaceCulling(true);
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Nz::BasicMaterial basicMat(*material);
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basicMat.EnableAlphaTest(true);
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basicMat.EnableAlphaTest(false);
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basicMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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basicMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
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@@ -74,40 +75,17 @@ int main()
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for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
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model.SetMaterial(i, material);
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Nz::PredefinedInstanceData instanceUboOffsets = Nz::PredefinedInstanceData::GetOffsets();
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Nz::PredefinedViewerData viewerUboOffsets = Nz::PredefinedViewerData::GetOffsets();
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const Nz::BasicMaterial::UniformOffsets& materialSettingOffsets = Nz::BasicMaterial::GetOffsets();
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std::vector<std::uint8_t> viewerDataBuffer(viewerUboOffsets.totalSize);
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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Nz::ViewerInstance viewerInstance;
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viewerInstance.UpdateTargetSize(Nz::Vector2f(window.GetSize()));
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viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1));
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std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
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Nz::WorldInstance modelInstance;
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modelInstance.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Left()));
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Nz::ModelInstance modelInstance(material->GetSettings());
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{
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material->UpdateShaderBinding(modelInstance.GetShaderBinding());
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Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right());
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std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance.GetInstanceBuffer();
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instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
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}
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Nz::ModelInstance modelInstance2(material->GetSettings());
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{
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material->UpdateShaderBinding(modelInstance2.GetShaderBinding());
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Nz::AccessByOffset<Nz::Matrix4f&>(instanceDataBuffer.data(), instanceUboOffsets.worldMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right() * 3.f);
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std::shared_ptr<Nz::AbstractBuffer>& instanceDataUBO = modelInstance2.GetInstanceBuffer();
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instanceDataUBO->Fill(instanceDataBuffer.data(), 0, instanceDataBuffer.size());
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}
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std::shared_ptr<Nz::AbstractBuffer> viewerDataUBO = Nz::Graphics::Instance()->GetViewerDataUBO();
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Nz::WorldInstance modelInstance2;
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modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right()));
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Nz::RenderWindowImpl* windowImpl = window.GetImpl();
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std::shared_ptr<Nz::CommandPool> commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics);
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@@ -116,7 +94,6 @@ int main()
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auto RebuildCommandBuffer = [&]
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{
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Nz::Vector2ui windowSize = window.GetSize();
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drawCommandBuffer = commandPool->BuildCommandBuffer([&](Nz::CommandBufferBuilder& builder)
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{
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Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
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@@ -132,16 +109,18 @@ int main()
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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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builder.BindShaderBinding(Nz::Graphics::ViewerBindingSet, viewerInstance.GetShaderBinding());
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for (Nz::ModelInstance& modelInstance : { std::ref(modelInstance), std::ref(modelInstance2) })
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for (Nz::WorldInstance& instance : { std::ref(modelInstance), std::ref(modelInstance2) })
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{
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builder.BindShaderBinding(modelInstance.GetShaderBinding());
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builder.BindShaderBinding(Nz::Graphics::WorldBindingSet, instance.GetShaderBinding());
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for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
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{
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builder.BindIndexBuffer(model.GetIndexBuffer(i).get());
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builder.BindVertexBuffer(0, model.GetVertexBuffer(i).get());
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builder.BindPipeline(*model.GetRenderPipeline(i));
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builder.BindShaderBinding(Nz::Graphics::MaterialBindingSet, model.GetMaterial(i)->GetShaderBinding());
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builder.DrawIndexed(model.GetIndexCount(i));
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}
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@@ -152,7 +131,6 @@ int main()
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builder.EndDebugRegion();
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});
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};
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RebuildCommandBuffer();
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Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
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@@ -165,10 +143,10 @@ int main()
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Nz::Clock updateClock;
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Nz::Clock secondClock;
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unsigned int fps = 0;
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bool viewerUboUpdate = true;
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Nz::Mouse::SetRelativeMouseMode(true);
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bool updateMat = false;
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while (window.IsOpen())
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{
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Nz::WindowEvent event;
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@@ -180,6 +158,15 @@ int main()
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window.Close();
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break;
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case Nz::WindowEventType::KeyPressed:
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if (event.key.virtualKey == Nz::Keyboard::VKey::A)
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{
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basicMat.EnableAlphaTest(!basicMat.IsAlphaTestEnabled());
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updateMat = true;
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}
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break;
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case Nz::WindowEventType::MouseMoved: // La souris a bougé
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{
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// Gestion de la caméra free-fly (Rotation)
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@@ -193,16 +180,14 @@ int main()
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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viewerUboUpdate = true;
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break;
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}
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case Nz::WindowEventType::Resized:
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{
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
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viewerUboUpdate = true;
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viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f));
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viewerInstance.UpdateTargetSize(Nz::Vector2f(windowSize));
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break;
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}
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@@ -238,41 +223,37 @@ int main()
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// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
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viewerPos += Nz::Vector3f::Down() * cameraSpeed;
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viewerUboUpdate = true;
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}
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Nz::RenderFrame frame = windowImpl->Acquire();
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if (!frame)
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continue;
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if (frame.IsFramebufferInvalidated())
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RebuildCommandBuffer();
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Nz::UploadPool& uploadPool = frame.GetUploadPool();
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Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::ViewMatrix(viewerPos, camAngles));
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if (viewerUboUpdate)
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frame.Execute([&](Nz::CommandBufferBuilder& builder)
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{
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Nz::UploadPool& uploadPool = frame.GetUploadPool();
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auto& allocation = uploadPool.Allocate(viewerDataBuffer.size());
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std::memcpy(allocation.mappedPtr, viewerDataBuffer.data(), viewerDataBuffer.size());
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frame.Execute([&](Nz::CommandBufferBuilder& builder)
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builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
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{
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builder.BeginDebugRegion("UBO Update", Nz::Color::Yellow);
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{
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builder.PreTransferBarrier();
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builder.CopyBuffer(allocation, viewerDataUBO.get());
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builder.PreTransferBarrier();
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material->UpdateBuffers(uploadPool, builder);
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viewerInstance.UpdateBuffers(uploadPool, builder);
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modelInstance.UpdateBuffers(uploadPool, builder);
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modelInstance2.UpdateBuffers(uploadPool, builder);
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builder.PostTransferBarrier();
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}
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builder.EndDebugRegion();
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}, Nz::QueueType::Transfer);
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updateMat = material->Update(frame, builder) || updateMat;
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viewerUboUpdate = false;
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builder.PostTransferBarrier();
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}
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builder.EndDebugRegion();
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}, Nz::QueueType::Transfer);
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if (updateMat || frame.IsFramebufferInvalidated())
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{
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frame.PushForRelease(std::move(drawCommandBuffer));
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RebuildCommandBuffer();
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}
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frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
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