Graphics: Use memory pools for render elements
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@@ -11,6 +11,7 @@
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#include <Nazara/Core/Algorithm.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/RenderElementPool.hpp>
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#include <Nazara/Renderer/RenderBufferView.hpp>
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#include <memory>
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#include <optional>
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@@ -32,6 +33,8 @@ namespace Nz
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ElementRenderer() = default;
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virtual ~ElementRenderer();
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virtual RenderElementPoolBase& GetPool() = 0;
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virtual std::unique_ptr<ElementRendererData> InstanciateData() = 0;
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virtual void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, const RenderStates* renderStates);
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virtual void PrepareEnd(RenderFrame& currentFrame, ElementRendererData& rendererData);
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@@ -41,7 +44,6 @@ namespace Nz
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struct RenderStates
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{
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RenderBufferView lightData;
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RenderBufferView skeletalData;
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};
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};
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