Graphics: Use memory pools for render elements
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@@ -9,21 +9,23 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/RenderSubmesh.hpp>
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#include <Nazara/Math/Rect.hpp>
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#include <Nazara/Renderer/ShaderBinding.hpp>
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namespace Nz
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{
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class RenderPipeline;
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class RenderSubmesh;
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class ShaderBinding;
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class NAZARA_GRAPHICS_API SubmeshRenderer : public ElementRenderer
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class NAZARA_GRAPHICS_API SubmeshRenderer final : public ElementRenderer
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{
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public:
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SubmeshRenderer() = default;
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~SubmeshRenderer() = default;
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RenderElementPool<RenderSubmesh>& GetPool() override;
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std::unique_ptr<ElementRendererData> InstanciateData() override;
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void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, const RenderStates* renderStates) override;
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void Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, std::size_t elementCount, const Pointer<const RenderElement>* elements) override;
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@@ -31,6 +33,7 @@ namespace Nz
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private:
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std::vector<ShaderBinding::Binding> m_bindingCache;
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RenderElementPool<RenderSubmesh> m_submeshPool;
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};
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struct SubmeshRendererData : public ElementRendererData
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