Graphics: Use memory pools for render elements
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@@ -5,6 +5,7 @@
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#include <Nazara/Graphics/DepthPipelinePass.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/ElementRendererRegistry.hpp>
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Graphics/FramePipeline.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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@@ -15,9 +16,10 @@
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namespace Nz
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{
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DepthPipelinePass::DepthPipelinePass(FramePipeline& owner, AbstractViewer* viewer) :
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DepthPipelinePass::DepthPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer) :
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m_lastVisibilityHash(0),
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m_viewer(viewer),
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m_elementRegistry(elementRegistry),
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m_pipeline(owner),
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m_rebuildCommandBuffer(false),
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m_rebuildElements(false)
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@@ -39,7 +41,15 @@ namespace Nz
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m_renderElements.clear();
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for (const auto& renderableData : visibleRenderables)
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renderableData.instancedRenderable->BuildElement(m_depthPassIndex, *renderableData.worldInstance, renderableData.skeletonInstance, m_renderElements, renderableData.scissorBox);
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{
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InstancedRenderable::ElementData elementData{
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&renderableData.scissorBox,
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renderableData.skeletonInstance,
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renderableData.worldInstance
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};
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renderableData.instancedRenderable->BuildElement(m_elementRegistry, elementData, m_depthPassIndex, m_renderElements);
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}
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m_renderQueueRegistry.Clear();
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m_renderQueue.Clear();
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@@ -47,7 +57,7 @@ namespace Nz
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for (const auto& renderElement : m_renderElements)
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{
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renderElement->Register(m_renderQueueRegistry);
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m_renderQueue.Insert(renderElement.get());
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m_renderQueue.Insert(renderElement.GetElement());
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}
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m_renderQueueRegistry.Finalize();
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@@ -64,7 +74,7 @@ namespace Nz
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if (m_rebuildElements)
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{
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m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
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m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
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{
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if (elementType >= m_elementRendererData.size() || !m_elementRendererData[elementType])
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{
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@@ -79,9 +89,9 @@ namespace Nz
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const auto& viewerInstance = m_viewer->GetViewerInstance();
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m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
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ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
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m_renderStates.clear();
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m_renderStates.resize(elementCount);
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@@ -89,7 +99,7 @@ namespace Nz
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elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
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});
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m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
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m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
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{
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elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
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});
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@@ -146,9 +156,9 @@ namespace Nz
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const auto& viewerInstance = m_viewer->GetViewerInstance();
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m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
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ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
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elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
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});
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