Graphics: Add support for multi-viewer rendering (a bit hacky)
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@@ -31,12 +31,11 @@ namespace Nz
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~FrameGraph() = default;
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inline std::size_t AddAttachment(FramePassAttachment attachment);
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inline void AddBackbufferOutput(std::size_t backbufferOutput);
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inline FramePass& AddPass(std::string name);
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BakedFrameGraph Bake();
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inline void SetBackbufferOutput(std::size_t backbufferOutput);
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FrameGraph& operator=(const FrameGraph&) = delete;
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FrameGraph& operator=(FrameGraph&&) noexcept = default;
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@@ -86,7 +85,6 @@ namespace Nz
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struct WorkData
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{
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std::size_t backbufferResourceIndex;
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std::vector<std::shared_ptr<RenderPass>> renderPasses;
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std::vector<PhysicalPassData> physicalPasses;
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std::vector<TextureData> textures;
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@@ -109,7 +107,7 @@ namespace Nz
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void ReorderPasses();
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void TraverseGraph(std::size_t passIndex);
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std::optional<std::size_t> m_backbufferOutput;
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std::vector<std::size_t> m_backbufferOutputs;
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std::vector<FramePass> m_framePasses;
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std::vector<FramePassAttachment> m_attachments;
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WorkData m_pending;
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