small thing
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@@ -121,6 +121,13 @@ public class RenderService<T extends AbstractSectionRenderer<J, Q>, J extends Vi
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this.sectionRenderer.renderOpaque(viewport, depthBoundTexture);
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TimingStatistics.G.stop();
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{
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int depthBuffer = glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME);
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//Compute the mip chain
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viewport.hiZBuffer.buildMipChain(depthBuffer, viewport.width, viewport.height);
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}
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do {
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//NOTE: need to do the upload and download tick here, after the section renderer renders the world, to ensure "stable"
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// sections
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@@ -157,13 +164,8 @@ public class RenderService<T extends AbstractSectionRenderer<J, Q>, J extends Vi
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glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT | GL_PIXEL_BUFFER_BARRIER_BIT);
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int depthBuffer = glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME);
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//if (depthBuffer == 0) {
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// depthBuffer = glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME);
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//}
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TimingStatistics.I.start();
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this.traversal.doTraversal(viewport, depthBuffer);
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this.traversal.doTraversal(viewport);
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TimingStatistics.I.stop();
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@@ -201,10 +201,7 @@ public class HierarchicalOcclusionTraverser {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, RENDER_QUEUE_BINDING, viewport.getRenderList().id);
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}
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public void doTraversal(Viewport<?> viewport, int depthBuffer) {
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//Compute the mip chain
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viewport.hiZBuffer.buildMipChain(depthBuffer, viewport.width, viewport.height);
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public void doTraversal(Viewport<?> viewport) {
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this.uploadUniform(viewport);
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//UploadStream.INSTANCE.commit(); //Done inside traversal
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