Add render graph depth access semantics
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@@ -25,6 +25,7 @@ void RenderGraphPassBuilder::ReadTexture(RenderGraphTextureHandle texture) {
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RenderGraph::TextureAccess access = {};
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access.texture = texture;
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access.mode = RenderGraphAccessMode::Read;
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access.aspect = RenderGraphTextureAspect::Color;
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m_graph->m_passes[m_passHandle.index].accesses.push_back(access);
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}
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@@ -36,6 +37,31 @@ void RenderGraphPassBuilder::WriteTexture(RenderGraphTextureHandle texture) {
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RenderGraph::TextureAccess access = {};
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access.texture = texture;
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access.mode = RenderGraphAccessMode::Write;
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access.aspect = RenderGraphTextureAspect::Color;
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m_graph->m_passes[m_passHandle.index].accesses.push_back(access);
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}
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void RenderGraphPassBuilder::ReadDepthTexture(RenderGraphTextureHandle texture) {
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if (m_graph == nullptr || !m_passHandle.IsValid()) {
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return;
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}
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RenderGraph::TextureAccess access = {};
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access.texture = texture;
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access.mode = RenderGraphAccessMode::Read;
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access.aspect = RenderGraphTextureAspect::Depth;
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m_graph->m_passes[m_passHandle.index].accesses.push_back(access);
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}
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void RenderGraphPassBuilder::WriteDepthTexture(RenderGraphTextureHandle texture) {
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if (m_graph == nullptr || !m_passHandle.IsValid()) {
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return;
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}
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RenderGraph::TextureAccess access = {};
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access.texture = texture;
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access.mode = RenderGraphAccessMode::Write;
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access.aspect = RenderGraphTextureAspect::Depth;
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m_graph->m_passes[m_passHandle.index].accesses.push_back(access);
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}
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