Defines cleanup
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@@ -160,7 +160,7 @@ function render_path_base_is_cached(): bool {
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if (mx != render_path_base_last_x || my != render_path_base_last_y || mouse_locked) {
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context_raw.ddirty = 0;
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}
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///if (iron_metal || iron_android)
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///if (arm_metal || arm_android)
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if (context_raw.ddirty > -6) {
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///else
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if (context_raw.ddirty > -2) {
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@@ -192,7 +192,7 @@ function render_path_base_commands(draw_commands: ()=>void) {
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render_path_base_draw_gbuffer();
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render_path_paint_draw();
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///if (iron_direct3d12 || iron_vulkan || iron_metal)
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///if (arm_direct3d12 || arm_vulkan || arm_metal)
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if (context_raw.viewport_mode == viewport_mode_t.PATH_TRACE) {
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///if is_paint
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let use_live_layer: bool = context_raw.tool == workspace_tool_t.MATERIAL;
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@@ -264,7 +264,7 @@ function render_path_base_draw_split(draw_commands: ()=>void) {
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render_path_base_draw_gbuffer();
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///if (iron_direct3d12 || iron_vulkan || iron_metal)
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///if (arm_direct3d12 || arm_vulkan || arm_metal)
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///if is_paint
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let use_live_layer: bool = context_raw.tool == workspace_tool_t.MATERIAL;
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///else
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@@ -375,14 +375,14 @@ function render_path_base_draw_deferred_light() {
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render_path_draw_shader("shader_datas/deferred_light/deferred_light_voxel") :
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render_path_draw_shader("shader_datas/deferred_light/deferred_light");
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///if (iron_direct3d11 || iron_direct3d12 || iron_metal || iron_vulkan)
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///if (arm_direct3d11 || arm_direct3d12 || arm_metal || arm_vulkan)
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render_path_set_depth_from("tex", "gbuffer0"); // Bind depth for world pass
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///end
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render_path_set_target("tex");
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render_path_draw_skydome("shader_datas/world_pass/world_pass");
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///if (iron_direct3d11 || iron_direct3d12 || iron_metal || iron_vulkan)
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///if (arm_direct3d11 || arm_direct3d12 || arm_metal || arm_vulkan)
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render_path_set_depth_from("tex", "gbuffer1"); // Unbind depth
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///end
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}
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@@ -511,7 +511,7 @@ function render_path_base_draw_taa() {
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function render_path_base_draw_gbuffer() {
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render_path_set_target("gbuffer0"); // Only clear gbuffer0
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///if iron_metal
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///if arm_metal
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render_path_clear_target(0x00000000, 1.0, clear_flag_t.COLOR | clear_flag_t.DEPTH);
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///else
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render_path_clear_target(0, 1.0, clear_flag_t.DEPTH);
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@@ -590,7 +590,7 @@ function render_path_base_make_gbuffer_copy_textures() {
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render_path_create_render_target(t);
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}
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///if iron_metal
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///if arm_metal
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// TODO: Fix depth attach for gbuffer0_copy on metal
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// Use resize to re-create buffers from scratch for now
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render_path_resize();
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