implementing queries
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@@ -74,7 +74,6 @@ pub const DrawCall = struct {
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render_pass: *SoftRenderPass,
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framebuffer: *SoftFramebuffer,
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allocator_mutex: std.Io.Mutex,
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rasterizer_wait_group: std.Io.Group,
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stats: struct {
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@@ -94,7 +93,6 @@ pub const DrawCall = struct {
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.depth_attachment = if (render_pass.interface.subpasses[renderer.subpass_index].depth_stencil_attachments) |desc| framebuffer.interface.attachments[desc.attachment] else null,
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.render_pass = render_pass,
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.framebuffer = framebuffer,
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.allocator_mutex = .init,
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.rasterizer_wait_group = .init,
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.stats = .{
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.polygons_drawn = 0,
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@@ -132,8 +130,9 @@ framebuffer: ?*SoftFramebuffer,
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dynamic_state: DynamicState,
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subpass_index: usize,
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active_occlusion_queries: *std.ArrayList(ExecutionDevice.ActiveOcclusionQuery),
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pub fn init(device: *SoftDevice, state: *PipelineState) Self {
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pub fn init(device: *SoftDevice, state: *PipelineState, active_occlusion_queries: *std.ArrayList(ExecutionDevice.ActiveOcclusionQuery)) Self {
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return .{
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.device = device,
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.state = state,
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@@ -152,6 +151,7 @@ pub fn init(device: *SoftDevice, state: *PipelineState) Self {
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.stencil_back_reference = null,
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},
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.subpass_index = 0,
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.active_occlusion_queries = active_occlusion_queries,
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};
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}
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