Graphics: Use memory pools for render elements
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include/Nazara/Graphics/RenderElementPool.hpp
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60
include/Nazara/Graphics/RenderElementPool.hpp
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GRAPHICS_RENDERELEMENTPOOL_HPP
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#define NAZARA_GRAPHICS_RENDERELEMENTPOOL_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/RenderElementOwner.hpp>
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#include <Nazara/Utils/MemoryPool.hpp>
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namespace Nz
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{
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class RenderElementOwner;
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class NAZARA_GRAPHICS_API RenderElementPoolBase
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{
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public:
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RenderElementPoolBase() = default;
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RenderElementPoolBase(const RenderElementPoolBase&) = delete;
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RenderElementPoolBase(RenderElementPoolBase&&) = delete;
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virtual ~RenderElementPoolBase();
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virtual void Clear() = 0;
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virtual void Free(std::size_t index) = 0;
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RenderElementPoolBase& operator=(const RenderElementPoolBase&) = delete;
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RenderElementPoolBase& operator=(RenderElementPoolBase&&) = delete;
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};
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template<typename T>
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class RenderElementPool final : public RenderElementPoolBase
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{
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public:
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RenderElementPool();
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RenderElementPool(const RenderElementPool&) = delete;
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RenderElementPool(RenderElementPool&&) = delete;
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~RenderElementPool() = default;
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template<typename... Args> RenderElementOwner Allocate(Args&&... args);
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void Clear() override;
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void Free(std::size_t index) override;
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RenderElementPool& operator=(const RenderElementPool&) = delete;
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RenderElementPool& operator=(RenderElementPool&&) = delete;
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private:
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MemoryPool<T> m_pool;
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};
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}
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#include <Nazara/Graphics/RenderElementPool.inl>
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#endif // NAZARA_GRAPHICS_RENDERELEMENTPOOL_HPP
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