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 ////  RenderDeferredTask.cpp//  render-utils/src/////  Created by Sam Gateau on 5/29/15.//  Copyright 2016 High Fidelity, Inc.//  Copyright 2024 Overte e.V.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "RenderDeferredTask.h" #include <QtCore/qglobal.h> #include <DependencyManager.h> #include <PerfStat.h>#include <PathUtils.h>#include <ViewFrustum.h>#include <gpu/Context.h>#include <graphics/ShaderConstants.h>#include <shaders/Shaders.h> #include <render/CullTask.h>#include <render/FilterTask.h>#include <render/SortTask.h>#include <render/DrawTask.h>#include <render/DrawStatus.h>#include <render/DrawSceneOctree.h>#include <render/BlurTask.h> #include "RenderHifi.h"#include "render-utils/ShaderConstants.h"#include "RenderCommonTask.h"#include "LightingModel.h"#include "StencilMaskPass.h"#include "DebugDeferredBuffer.h"#include "DeferredFramebuffer.h"#include "DeferredLightingEffect.h"#include "SurfaceGeometryPass.h"#include "FramebufferCache.h"#include "TextureCache.h"#include "ZoneRenderer.h"#include "FadeEffect.h"#include "BloomStage.h"#include "RenderUtilsLogging.h"#include "RenderHUDLayerTask.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMapAndResampleTask.h"#include "SubsurfaceScattering.h"#include "DrawHaze.h"#include "BloomEffect.h"#include "HighlightEffect.h" #include <sstream> using namespace render;extern void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter);extern void initForwardPipelines(render::ShapePlumber& plumber); namespace ru {    using render_utils::slot::texture::Texture;    using render_utils::slot::buffer::Buffer;} namespace gr {    using graphics::slot::texture::Texture;    using graphics::slot::buffer::Buffer;}  class RenderDeferredTaskDebug {public:    using ExtraBuffers = render::VaryingSet5<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer>;    using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output,        AssembleLightingStageTask::Output, LightClusteringPass::Output,         PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output,        LightingModel, Antialiasing::Outputs>;     using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>;     void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, uint mainViewTransformSlot);}; void RenderDeferredTask::configure(const Config& config) {    // Propagate resolution scale to sub jobs who need it    auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred");    assert(preparePrimaryBufferConfig);    preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);} void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, uint transformOffset, size_t depth) {    // Prepare the ShapePipelines    static ShapePlumberPointer shapePlumberDeferred = std::make_shared<ShapePlumber>();    static ShapePlumberPointer shapePlumberForward = std::make_shared<ShapePlumber>();    static std::once_flag once;    std::call_once(once, [] {        initDeferredPipelines(*shapePlumberDeferred, FadeEffect::getBatchSetter(), FadeEffect::getItemUniformSetter());        initForwardPipelines(*shapePlumberForward);    });     uint backgroundViewTransformSlot = render::RenderEngine::TS_BACKGROUND_VIEW + transformOffset;    uint mainViewTransformSlot = render::RenderEngine::TS_MAIN_VIEW + transformOffset;     const auto& inputs = input.get<Input>();     // Separate the fetched items    const auto& fetchedItems = inputs.get0();         const auto& items = fetchedItems.get0();             // Extract opaques / transparents / lights / metas / layered / background            const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];            const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];            const auto& mirrors = items[RenderFetchCullSortTask::MIRROR];            const auto& simulateItems = items[RenderFetchCullSortTask::SIMULATE];            const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];            const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];            const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];            const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];     // Lighting model comes next, the big configuration of the view    const auto& lightingModel = inputs[1];     // Extract the Lighting Stages Current frame ( and zones)    const auto& lightingStageInputs = inputs.get2();        // Fetch the current frame stacks from all the stages        const auto currentStageFrames = lightingStageInputs.get0();            const auto& lightFrame = currentStageFrames[0];            const auto& backgroundFrame = currentStageFrames[1];            const auto& hazeFrame = currentStageFrames[2];            const auto& bloomFrame = currentStageFrames[3];            const auto& tonemappingFrame = currentStageFrames[4];            const auto& ambientOcclusionFrame = currentStageFrames[5];            const auto& normalMapAttenuationFrame = currentStageFrames[6];     // Shadow Task Outputs    const auto& shadowTaskOutputs = inputs.get3();         // Shadow Stage Frame        const auto shadowFrame = shadowTaskOutputs[1];     const auto setNormalMapAttenuationInputs = SetNormalMapAttenuation::Inputs(lightingModel, normalMapAttenuationFrame).asVarying();    task.addJob<SetNormalMapAttenuation>("SetNormalMapAttenuation", setNormalMapAttenuationInputs);     const auto antialiasingMode = task.addJob<AntialiasingSetup>("AntialiasingSetup");     // GPU jobs: Start preparing the primary, deferred and lighting buffer    const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred");     // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer    const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", mainViewTransformSlot);     const auto prepareDeferredInputs = PrepareDeferred::Inputs(scaledPrimaryFramebuffer, lightingModel).asVarying();    const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);    const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);    const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);    const auto mainTargetFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(2);     if (depth == 0) {        const auto simulateInputs = RenderSimulateTask::Inputs(simulateItems, mainTargetFramebuffer).asVarying();        task.addJob<RenderSimulateTask>("RenderSimulation", simulateInputs);    }     // draw a stencil mask in hidden regions of the framebuffer.    task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer);     // Render opaque objects in DeferredBuffer    const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel, deferredFrameTransform).asVarying();    task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumberDeferred, mainViewTransformSlot);     if (depth < RenderMirrorTask::MAX_MIRROR_DEPTH) {        const auto mirrorInputs = RenderMirrorTask::Inputs(mirrors, mainTargetFramebuffer).asVarying();        for (size_t i = 0; i < RenderMirrorTask::MAX_MIRRORS_PER_LEVEL; i++) {            task.addJob<RenderMirrorTask>("RenderMirrorTask" + std::to_string(i) + "Depth" + std::to_string(depth), mirrorInputs, i, cullFunctor, transformOffset, depth);        }    }     // Opaque all rendered     // Linear Depth Pass    const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();    const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);    const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);        // Curvature pass    const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).asVarying();    const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);    const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);    const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);    const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);    const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);     // Simply update the scattering resource    const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");     // AO job    const auto ambientOcclusionInputs = AmbientOcclusionEffect::Input(lightingModel, deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionFrame).asVarying();    const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);    const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(0);    const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Output>(1);     // Light Clustering    // Create the cluster grid of lights, cpu job for now    const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying();    const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);     // DeferredBuffer is complete, now let's shade it into the LightingBuffer    const auto extraDeferredBuffer = RenderDeferred::ExtraDeferredBuffer(surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();    const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, extraDeferredBuffer, lightingModel, lightClusters, lightFrame, shadowFrame, hazeFrame).asVarying();    task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);     // Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job    const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame, hazeFrame).asVarying();    task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs, backgroundViewTransformSlot);     const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame));    task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs, depth > 0);     // Render transparent objects forward in LightingBuffer    const auto transparentsInputs = RenderTransparentDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, deferredFrameTransform, deferredFramebuffer).asVarying();    task.addJob<RenderTransparentDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumberDeferred, mainViewTransformSlot);     // Highlight     const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform).asVarying();    task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs, mainViewTransformSlot);     // Layered Over (in front)    const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, deferredFrameTransform, lightingModel, hazeFrame).asVarying();    task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, shapePlumberForward, true, true, mainViewTransformSlot);    const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, deferredFrameTransform, lightingModel, hazeFrame).asVarying();    task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, shapePlumberForward, false, true, mainViewTransformSlot);     // AA job before bloom to limit flickering    const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, antialiasingMode).asVarying();    const auto antialiasingIntensityTexture = task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);     // Add bloom    const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame, lightingModel).asVarying();    task.addJob<BloomEffect>("Bloom", bloomInputs);     const auto destFramebuffer = static_cast<gpu::FramebufferPointer>(nullptr);     // Lighting Buffer ready for tone mapping    const auto toneMappingInputs = ToneMapAndResample::Input(lightingFramebuffer, destFramebuffer, tonemappingFrame).asVarying();    const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapping", toneMappingInputs);     // Debugging task is happening in the "over" layer after tone mapping and just before HUD    if (depth == 0) {  // Debug the bounds of the rendered items, still look at the zbuffer        const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionUniforms, scatteringResource);        const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,            deferredFrameTransform, lightingModel, antialiasingIntensityTexture).asVarying();        task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs, mainViewTransformSlot);    }     // HUD Layer    const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame, deferredFrameTransform).asVarying();    task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs, shapePlumberForward, mainViewTransformSlot);} void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs, uint mainViewTransformSlot) {     const auto& inputs = input.get<Input>();     // RenderFetchCullSortTask out    const auto& fetchCullSortTaskOut = inputs.get0();        const auto& items = fetchCullSortTaskOut.get0();             // Extract opaques / transparents / lights / metas / layered / background            const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];            const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];            const auto& lights = items[RenderFetchCullSortTask::LIGHT];            const auto& metas = items[RenderFetchCullSortTask::META];            const auto& inFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];            const auto& inFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];            const auto& hudOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];            const auto& hudTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];         const auto& spatialSelection = fetchCullSortTaskOut[1];     // RenderShadowTask out    const auto& shadowOut = inputs.get1();        const auto& renderShadowTaskOut = shadowOut[0];        const auto& shadowFrame = shadowOut[1];     // Extract the Lighting Stages Current frame ( and zones)    const auto lightingStageInputs = inputs.get2();        // Fetch the current frame stacks from all the stages        const auto stageCurrentFrames = lightingStageInputs.get0();            const auto lightFrame = stageCurrentFrames[0];            const auto backgroundFrame = stageCurrentFrames[1];            const auto hazeFrame = stageCurrentFrames[2];            const auto bloomFrame = stageCurrentFrames[3];         // Zones        const auto& zones = lightingStageInputs[1];     // Light CLuster    const auto& lightClusters = inputs[3];     // PrepareDeferred out    const auto& prepareDeferredOutputs = inputs.get4();        const auto& deferredFramebuffer = prepareDeferredOutputs[0];     // extraDeferredBuffer     const auto& extraDeferredBuffer = inputs.get5();        const auto& linearDepthTarget = extraDeferredBuffer[0];        const auto& surfaceGeometryFramebuffer = extraDeferredBuffer[1];        const auto& ambientOcclusionFramebuffer = extraDeferredBuffer[2];        const auto& ambientOcclusionUniforms = extraDeferredBuffer[3];        const auto& scatteringResource = extraDeferredBuffer[4];     // GenerateDeferredFrameTransform out    const auto& deferredFrameTransform = inputs[6];     // Lighting Model out    const auto& lightingModel = inputs[7];     // Antialiasing out    const auto& antialiasingIntensityTexture = inputs[8];     // Light Cluster Grid Debuging job    {        const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying();        task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs, mainViewTransformSlot);    }      { // Debug the bounds of the rendered items, still look at the zbuffer        task.addJob<DrawBounds>("DrawMetaBounds", metas, mainViewTransformSlot);        task.addJob<DrawBounds>("DrawOpaqueBounds", opaques, mainViewTransformSlot);        task.addJob<DrawBounds>("DrawTransparentBounds", transparents, mainViewTransformSlot);         task.addJob<DrawBounds>("DrawLightBounds", lights, mainViewTransformSlot);        task.addJob<DrawBounds>("DrawZones", zones, mainViewTransformSlot);        const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", shadowFrame);        const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM);        task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f));        for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) {            const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i);            float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1);            char jobName[64];            sprintf(jobName, "DrawShadowFrustum%d", i);            task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f));            if (!renderShadowTaskOut.isNull()) {                const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut.get<RenderShadowTask::CascadeBoxes>();                const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i];                sprintf(jobName, "DrawShadowBBox%d", i);                task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f));            }        }    }     { // Debug Selection...       // TODO: It s busted        // Select items that need to be outlined and show them        const auto selectionBaseName = "contextOverlayHighlightList";         const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying();        const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionBaseName);        const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();        const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName);        const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();        const auto selectedItems = task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionBaseName);         // Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true        task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems, mainViewTransformSlot);    }     { // Debug the bounds of the layered objects, still look at the zbuffer        task.addJob<DrawBounds>("DrawInFrontOpaqueBounds", inFrontOpaque, mainViewTransformSlot);        task.addJob<DrawBounds>("DrawInFrontTransparentBounds", inFrontTransparent, mainViewTransformSlot);    }     { // Debug the bounds of the layered objects, still look at the zbuffer        task.addJob<DrawBounds>("DrawHUDOpaqueBounds", hudOpaque, mainViewTransformSlot);        task.addJob<DrawBounds>("DrawHUDTransparentBounds", hudTransparent, mainViewTransformSlot);    }     // Debugging stages    {         // Debugging Deferred buffer job        const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, deferredFrameTransform, shadowFrame, antialiasingIntensityTexture).asVarying();        task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers, mainViewTransformSlot);         const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,            surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();        task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);         const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();        task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);         // Scene Octree Debugging job        {            task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection, mainViewTransformSlot);            task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection, mainViewTransformSlot);        }         // Status icon rendering job        {            // Grab a texture map representing the different status icons and assign that to the drawStatusJob            static gpu::TexturePointer statusIconMap;            static std::once_flag once;            std::call_once(once, [] {                auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";                statusIconMap =                    DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);            });            task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap, mainViewTransformSlot));        }         const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();        task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);    }} gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char* name, const glm::uvec2& frameSize) {    gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));    auto colorFormat = gpu::Element::COLOR_SRGBA_32;     auto defaultSampler = Sampler(Sampler::FILTER_MIN_MAG_LINEAR);    auto primaryColorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);     framebuffer->setRenderBuffer(0, primaryColorTexture);     auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format    auto primaryDepthTexture = gpu::Texture::createRenderBuffer(depthFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);     framebuffer->setDepthStencilBuffer(primaryDepthTexture, depthFormat);     return framebuffer;} void PreparePrimaryFramebuffer::configure(const Config& config) {    _resolutionScale = config.getResolutionScale();} void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) {    glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);    glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale);     // Resizing framebuffers instead of re-building them seems to cause issues with threaded     // rendering    if (!_primaryFramebuffer || _primaryFramebuffer->getSize() != scaledFrameSize) {        _primaryFramebuffer = createFramebuffer("deferredPrimary", scaledFrameSize);    }     primaryFramebuffer = _primaryFramebuffer;     // Set viewport for the rest of the scaled passes    renderContext->args->_viewport.z = scaledFrameSize.x;    renderContext->args->_viewport.w = scaledFrameSize.y;}  void RenderTransparentDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {    assert(renderContext->args);    assert(renderContext->args->hasViewFrustum());     auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);     const auto& inItems = inputs.get0();    const auto& hazeFrame = inputs.get1();    const auto& lightFrame = inputs.get2();    const auto& lightingModel = inputs.get3();    const auto& lightClusters = inputs.get4();    // Not needed yet: const auto& shadowFrame = inputs.get5();    const auto& deferredFrameTransform = inputs.get6();    auto &deferredFramebuffer = inputs.get7();    auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();     RenderArgs* args = renderContext->args;     gpu::doInBatch("RenderTransparentDeferred::run", args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;         batch.setFramebuffer(deferredFramebuffer->getLightingFramebuffer());                // Setup camera, projection and viewport for all items        batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);         batch.setProjectionJitterEnabled(true);        batch.setSavedViewProjectionTransform(_transformSlot);         // Setup lighting model for all items;        batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());        batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());        batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, deferredFrameTransform->getFrameTransformBuffer());         // Set the light        deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame);        deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters); 

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