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 ////  RenderDeferredTask.cpp//  render-utils/src/////  Created by Sam Gateau on 5/29/15.//  Copyright 2016 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 "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 <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 <render/ResampleTask.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 "VelocityBufferPass.h"#include "FramebufferCache.h"#include "TextureCache.h"#include "ZoneRenderer.h"#include "FadeEffect.h"#include "BloomStage.h"#include "RenderUtilsLogging.h" #include "AmbientOcclusionEffect.h"#include "AntialiasingEffect.h"#include "ToneMappingEffect.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); 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::VaryingSet6<LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, gpu::BufferView, SubsurfaceScatteringResourcePointer, VelocityFramebufferPointer>;    using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output,        AssembleLightingStageTask::Output, LightClusteringPass::Output,         PrepareDeferred::Outputs, ExtraBuffers, GenerateDeferredFrameTransform::Output,        JitterSample::Output, LightingModel>;     using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>;     RenderDeferredTaskDebug();     void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);private:};  RenderDeferredTask::RenderDeferredTask(){} void RenderDeferredTask::configure(const Config& config) {    // Propagate resolution scale to sub jobs who need it    auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");    auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale");    assert(preparePrimaryBufferConfig);    assert(upsamplePrimaryBufferConfig);    preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale);    upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);} void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {    auto fadeEffect = DependencyManager::get<FadeEffect>();    // Prepare the ShapePipelines    ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();    initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());     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 / overlays / background            const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];            const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];            const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];            const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];            const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];            const auto& overlaysHUDTransparent = 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];     // Shadow Task Outputs    const auto& shadowTaskOutputs = inputs.get3();         // Shadow Stage Frame        const auto shadowFrame = shadowTaskOutputs[1];      fadeEffect->build(task, opaques);     const auto jitter = task.addJob<JitterSample>("JitterCam");     // GPU jobs: Start preparing the primary, deferred and lighting buffer    const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");     // Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer    const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", jitter);     const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");     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);     // 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, jitter).asVarying();    task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);     task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);     // 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).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);     // Velocity    const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();    const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);    const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);     // 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).asVarying();    task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs);     const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame));    task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);     // Render transparent objects forward in LightingBuffer    const auto transparentsInputs = DrawDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, shadowFrame, jitter).asVarying();    task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);     const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight");     const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();    task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);     task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);     // Layered Over (in front)    const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();    const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();    task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);    task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);     const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");     // AA job before bloom to limit flickering    const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, lightingFramebuffer, linearDepthTarget, velocityBuffer).asVarying();    task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);     // Add bloom    const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame).asVarying();    task.addJob<BloomEffect>("Bloom", bloomInputs);     // Lighting Buffer ready for tone mapping    const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying();    task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);     // Debugging task is happening in the "over" layer after tone mapping and just before HUD    { // Debug the bounds of the rendered items, still look at the zbuffer        const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionFramebuffer, scatteringResource, velocityBuffer);        const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs.get2(), lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,                 deferredFrameTransform, jitter, lightingModel).asVarying();        task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);    }     // Upscale to finale resolution    const auto primaryFramebuffer = task.addJob<render::Upsample>("PrimaryBufferUpscale", scaledPrimaryFramebuffer);     // Composite the HUD and HUD overlays    task.addJob<CompositeHUD>("HUD");     const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));    const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying();    const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying();    task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true);    task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false);     task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);     // Blit!    task.addJob<Blit>("Blit", primaryFramebuffer);} RenderDeferredTaskDebug::RenderDeferredTaskDebug() {} void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs) {     const auto& inputs = input.get<Input>();     // RenderFetchCullSortTask out    const auto& fetchCullSortTaskOut = inputs.get0();        const auto& items = fetchCullSortTaskOut.get0();             // Extract opaques / transparents / lights / metas / overlays InFront and HUD / 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& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];            const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];            const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];            const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];         const auto& spatialSelection = fetchCullSortTaskOut[1];     // RenderShadowTask out    const auto& shadowOut = inputs.get1();         const auto& renderShadowTaskOut = shadowOut[0];     // 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];        const auto& velocityBuffer = extraDeferredBuffer[5];     // GenerateDeferredFrameTransform out    const auto& deferredFrameTransform = inputs[6];     // Jitter out    const auto& jitter = inputs[7];     // Lighting Model out    const auto& lightingModel = inputs[8];       // Light Cluster Grid Debuging job    {        const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying();        task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);    }      { // Debug the bounds of the rendered items, still look at the zbuffer        task.addJob<DrawBounds>("DrawMetaBounds", metas);        task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);        task.addJob<DrawBounds>("DrawTransparentBounds", transparents);         task.addJob<DrawBounds>("DrawLightBounds", lights);        task.addJob<DrawBounds>("DrawZones", zones);        const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", lightFrame);        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;                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);    }     { // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer        task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);        task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);    }     { // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer        task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);        task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent);    }     // Debugging stages    {         // Debugging Deferred buffer job        const auto debugFramebuffers = DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame).asVarying();        task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);         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);            task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);        }         // Status icon rendering job        {            // Grab a texture map representing the different status icons and assign that to the drawStatusJob            auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";            auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);            const auto drawStatusInputs = DrawStatus::Input(opaques, jitter).asVarying();            task.addJob<DrawStatus>("DrawStatus", drawStatusInputs, DrawStatus(statusIconMap));        }         const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();        task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);     }  }  void DrawDeferred::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();    const auto& shadowFrame = inputs.get5();    const auto jitter = inputs.get6();    auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();     RenderArgs* args = renderContext->args;     gpu::doInBatch("DrawDeferred::run", args->_context, [&](gpu::Batch& batch) {        args->_batch = &batch;                // Setup camera, projection and viewport for all items        batch.setViewportTransform(args->_viewport);        batch.setStateScissorRect(args->_viewport);         glm::mat4 projMat;        Transform viewMat;        args->getViewFrustum().evalProjectionMatrix(projMat);        args->getViewFrustum().evalViewTransform(viewMat);         batch.setProjectionTransform(projMat);        batch.setProjectionJitter(jitter.x, jitter.y);        batch.setViewTransform(viewMat);         // Setup lighting model for all items;        batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());         // Set the light        deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame);        deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters);         // Setup haze if current zone has haze        const auto& hazeStage = args->_scene->getStage<HazeStage>();        if (hazeStage && hazeFrame->_hazes.size() > 0) {            const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front());            if (hazePointer) {                batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());            }        }         // From the lighting model define a global shapKey ORED with individiual keys        ShapeKey::Builder keyBuilder;        if (lightingModel->isWireframeEnabled()) {            keyBuilder.withWireframe();        }         ShapeKey globalKey = keyBuilder.build();        args->_globalShapeKey = globalKey._flags.to_ulong();         renderShapes(renderContext, _shapePlumber, inItems, _maxDrawn, globalKey);         args->_batch = nullptr;        args->_globalShapeKey = 0; 

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