Refactor using GPUDrawIndirectArgs.
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@@ -143,8 +143,8 @@ bool DepthOfFieldPass::setupResources()
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_bokehBuffer = GPUDevice::Instance->CreateBuffer(TEXT("Bokeh Buffer"));
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if (_bokehIndirectArgsBuffer == nullptr)
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_bokehIndirectArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("Bokeh Indirect Args Buffer"));
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uint32 indirectArgsBufferInitData[4] = { 0, 1, 0, 0 };
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if (_bokehIndirectArgsBuffer->Init(GPUBufferDescription::Argument(indirectArgsBufferInitData, sizeof(indirectArgsBufferInitData))))
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GPUDrawIndirectArgs indirectArgsBufferInitData{0, 1, 0, 0};
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if (_bokehIndirectArgsBuffer->Init(GPUBufferDescription::Argument(&indirectArgsBufferInitData, sizeof(indirectArgsBufferInitData))))
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return true;
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}
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