feat: basic shadow map + renderdoc labels
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@@ -53,6 +53,9 @@ void SkinningPipeline::init(GfxDevice& gfxDevice) {
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MAX_JOINT_MATRICES * sizeof(glm::mat4),
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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const std::string bufferName = "joint matrices (frame " + std::to_string(i) + ")";
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vkutil::addDebugLabel(device, jointMatricesBuffer.buffer.buffer, bufferName.c_str());
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}
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} catch (...) {
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cleanup(gfxDevice);
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@@ -84,6 +87,9 @@ void SkinningPipeline::doSkinning(VkCommandBuffer cmd,
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assert(mesh.hasSkeleton);
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assert(dc.skinnedMesh);
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const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
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vkutil::ScopedCmdLabel label(cmd, meshKey.empty() ? "Skin Mesh" : meshKey.c_str(), vkutil::labelColors::compute);
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const auto cs = PushConstants{
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.jointMatricesBuffer = getCurrentFrameData(frameIndex).jointMatricesBuffer.buffer.address,
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.jointMatricesStartIndex = static_cast<std::uint32_t>(dc.jointMatricesStartIndex),
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