#pragma once
#include "passes/ddgi/ddgi_trace.h"
#include "passes/fg.h"
#include "pipelines.h"
#include "scene/light.h"
struct FrameData;
struct RenderData;
struct Scene;
namespace forward {
struct Resources {
ImageHandle hdr;
ImageHandle depth;
ImageHandle hdr_msaa;
ImageHandle depth_msaa;
};
Resources record(
rhi::Device &device,
Pipelines &pipelines,
rhi::ShaderCompiler &sc,
FrameGraph &fg,
BufferHandle indirect,
BufferHandle draw_count,
BufferHandle visible,
ImageHandle cascade[Light::CASCADE_COUNT],
BufferHandle cluster_bounds,
BufferHandle cluster_records,
BufferHandle light_index_list,
ddgi_trace::Resources &ddgi,
ImageHandle &depth_texture
);
} // namespace forward