Add HasTypedUAVLoad to GPULimits (use for GPU lightmaps support baking detection)
#526
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@@ -314,11 +314,13 @@ void ShadowsPass::RenderShadow(RenderContext& renderContext, RendererPointLightD
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context->ResetSR();
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context->ResetRenderTarget();
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const Viewport viewport = renderContext.Task->GetViewport();
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GPUTexture* depthBuffer = renderContext.Buffers->DepthBuffer;
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GPUTextureView* depthBufferHandle = depthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView ? depthBuffer->ViewReadOnlyDepth() : depthBuffer->View();
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context->SetViewportAndScissors(viewport);
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context->BindSR(0, renderContext.Buffers->GBuffer0);
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context->BindSR(1, renderContext.Buffers->GBuffer1);
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context->BindSR(2, renderContext.Buffers->GBuffer2);
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context->BindSR(3, renderContext.Buffers->DepthBuffer);
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context->BindSR(3, depthBufferHandle);
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context->BindSR(4, renderContext.Buffers->GBuffer3);
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// Setup shader data
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@@ -414,11 +416,13 @@ void ShadowsPass::RenderShadow(RenderContext& renderContext, RendererSpotLightDa
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context->ResetSR();
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context->ResetRenderTarget();
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const Viewport viewport = renderContext.Task->GetViewport();
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GPUTexture* depthBuffer = renderContext.Buffers->DepthBuffer;
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GPUTextureView* depthBufferHandle = depthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView ? depthBuffer->ViewReadOnlyDepth() : depthBuffer->View();
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context->SetViewportAndScissors(viewport);
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context->BindSR(0, renderContext.Buffers->GBuffer0);
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context->BindSR(1, renderContext.Buffers->GBuffer1);
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context->BindSR(2, renderContext.Buffers->GBuffer2);
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context->BindSR(3, renderContext.Buffers->DepthBuffer);
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context->BindSR(3, depthBufferHandle);
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context->BindSR(4, renderContext.Buffers->GBuffer3);
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// Setup shader data
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@@ -688,11 +692,13 @@ void ShadowsPass::RenderShadow(RenderContext& renderContext, RendererDirectional
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context->ResetSR();
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context->ResetRenderTarget();
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const Viewport viewport = renderContext.Task->GetViewport();
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GPUTexture* depthBuffer = renderContext.Buffers->DepthBuffer;
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GPUTextureView* depthBufferHandle = depthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView ? depthBuffer->ViewReadOnlyDepth() : depthBuffer->View();
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context->SetViewportAndScissors(viewport);
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context->BindSR(0, renderContext.Buffers->GBuffer0);
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context->BindSR(1, renderContext.Buffers->GBuffer1);
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context->BindSR(2, renderContext.Buffers->GBuffer2);
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context->BindSR(3, renderContext.Buffers->DepthBuffer);
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context->BindSR(3, depthBufferHandle);
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context->BindSR(4, renderContext.Buffers->GBuffer3);
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// Setup shader data
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