Add FrameGraph (WIP)
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@@ -19,9 +19,9 @@ namespace Nz
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m_commandBuffer.BeginDebugRegion(regionName, color);
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}
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void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, std::initializer_list<ClearValues> clearValues)
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void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, const ClearValues* clearValues, std::size_t clearValueCount)
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{
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m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), renderPass, clearValues);
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m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), renderPass, clearValues, clearValueCount);
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}
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void OpenGLCommandBufferBuilder::BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset)
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@@ -84,14 +84,22 @@ namespace Nz
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void OpenGLCommandBufferBuilder::EndRenderPass()
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{
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/* nothing to do */
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}
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void OpenGLCommandBufferBuilder::NextSubpass()
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{
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/* nothing to do */
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}
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void OpenGLCommandBufferBuilder::PreTransferBarrier()
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{
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/* nothing to do */
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}
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void OpenGLCommandBufferBuilder::PostTransferBarrier()
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{
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/* nothing to do */
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}
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void OpenGLCommandBufferBuilder::SetScissor(Nz::Recti scissorRegion)
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@@ -103,4 +111,9 @@ namespace Nz
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{
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m_commandBuffer.SetViewport(viewportRegion);
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}
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void OpenGLCommandBufferBuilder::TextureBarrier(PipelineStageFlags srcStageMask, PipelineStageFlags dstStageMask, MemoryAccessFlags srcAccessMask, MemoryAccessFlags dstAccessMask, TextureLayout oldLayout, TextureLayout newLayout, const Texture& texture)
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{
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/* nothing to do */
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}
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}
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