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////  RenderViewTask.cpp//  render-utils/src/////  Created by Sam Gateau on 5/25/2017.//  Copyright 2017 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "RenderViewTask.h" #include "RenderShadowTask.h"#include "RenderDeferredTask.h"#include "RenderForwardTask.h" void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t tagBits, uint8_t tagMask) {   // auto items = input.get<Input>();     const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);    assert(items.canCast<RenderFetchCullSortTask::Output>());     if (isDeferred) {        // Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling        // is performed, then casters not in the view frustum will be removed, which is not what we wish.        const auto cascadeSceneBBoxes = task.addJob<RenderShadowTask>("RenderShadowTask", cullFunctor, tagBits, tagMask);        const auto renderInput = RenderDeferredTask::Input(items, cascadeSceneBBoxes).asVarying();        task.addJob<RenderDeferredTask>("RenderDeferredTask", renderInput, true);    } else {        task.addJob<RenderForwardTask>("Forward", items);    }}