Various small fixes and improvements
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@@ -924,12 +924,6 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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}
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}
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#if PLATFORM_WINDOWS
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// Hack to fix D3D11 bug that doesn't insert UAV barrier after overlap region ends (between two GPUComputePass)
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if (context->GetDevice()->GetRendererType() == RendererType::DirectX11)
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context->Dispatch(_csRasterizeModel0, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
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#endif
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// Rasterize non-empty chunks (additive layers so need combine with existing chunk data)
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for (uint32 layer = 0; layer <= maxLayer; layer++)
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{
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