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https://github.com/MaSzyna-EU07/maszyna.git
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squash commits from internal:
use gfx queue when loading dynamic textures fix possible timeout in light culling exclude lods & transparencies from lod test add cpu-side submodel structure for ray testing
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@@ -386,12 +386,12 @@ bool NvTexture::CreateRhiTexture() {
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.setHeight(m_height)
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.setMipLevels(m_data.size())
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.setFormat(m_format)
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.setInitialState(nvrhi::ResourceStates::CopyDest)
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.setInitialState(nvrhi::ResourceStates::ShaderResource)
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.setKeepInitialState(true));
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nvrhi::CommandListHandle command_list =
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backend->GetDevice()->createCommandList(
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nvrhi::CommandListParameters()
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.setQueueType(nvrhi::CommandQueue::Copy)
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.setQueueType(nvrhi::CommandQueue::Graphics)
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.setEnableImmediateExecution(false));
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command_list->open();
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for (int mip = 0; mip < m_data.size(); ++mip) {
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@@ -400,7 +400,7 @@ bool NvTexture::CreateRhiTexture() {
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}
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command_list->close();
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backend->GetDevice()->executeCommandList(command_list,
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nvrhi::CommandQueue::Copy);
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nvrhi::CommandQueue::Graphics);
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if (m_sz_texture->get_type() == "make:") {
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auto const components{Split(std::string(m_sz_texture->get_name()), '?')};
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