Graphics: Use memory pools for render elements
This commit is contained in:
@@ -13,6 +13,7 @@
|
||||
#include <Nazara/Graphics/FramePipelinePass.hpp>
|
||||
#include <Nazara/Graphics/MaterialPass.hpp>
|
||||
#include <Nazara/Graphics/RenderElement.hpp>
|
||||
#include <Nazara/Graphics/RenderElementOwner.hpp>
|
||||
#include <Nazara/Graphics/RenderQueue.hpp>
|
||||
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
|
||||
#include <Nazara/Math/Frustum.hpp>
|
||||
@@ -20,6 +21,7 @@
|
||||
namespace Nz
|
||||
{
|
||||
class AbstractViewer;
|
||||
class ElementRendererRegistry;
|
||||
class FrameGraph;
|
||||
class FramePipeline;
|
||||
class Material;
|
||||
@@ -27,7 +29,7 @@ namespace Nz
|
||||
class NAZARA_GRAPHICS_API DepthPipelinePass : public FramePipelinePass
|
||||
{
|
||||
public:
|
||||
DepthPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
|
||||
DepthPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer);
|
||||
DepthPipelinePass(const DepthPipelinePass&) = delete;
|
||||
DepthPipelinePass(DepthPipelinePass&&) = delete;
|
||||
~DepthPipelinePass();
|
||||
@@ -57,12 +59,13 @@ namespace Nz
|
||||
std::size_t m_depthPassIndex;
|
||||
std::size_t m_lastVisibilityHash;
|
||||
std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
|
||||
std::vector<std::unique_ptr<RenderElement>> m_renderElements;
|
||||
std::vector<ElementRenderer::RenderStates> m_renderStates;
|
||||
std::vector<RenderElementOwner> m_renderElements;
|
||||
std::unordered_map<MaterialPass*, MaterialPassEntry> m_materialPasses;
|
||||
RenderQueue<RenderElement*> m_renderQueue;
|
||||
RenderQueue<const RenderElement*> m_renderQueue;
|
||||
RenderQueueRegistry m_renderQueueRegistry;
|
||||
AbstractViewer* m_viewer;
|
||||
ElementRendererRegistry& m_elementRegistry;
|
||||
FramePipeline& m_pipeline;
|
||||
bool m_rebuildCommandBuffer;
|
||||
bool m_rebuildElements;
|
||||
|
||||
Reference in New Issue
Block a user