Graphics: Use memory pools for render elements
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@@ -26,7 +26,8 @@
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namespace Nz
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{
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ForwardFramePipeline::ForwardFramePipeline() :
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ForwardFramePipeline::ForwardFramePipeline(ElementRendererRegistry& elementRegistry) :
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m_elementRegistry(elementRegistry),
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m_renderablePool(4096),
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m_lightPool(64),
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m_skeletonInstances(1024),
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@@ -182,8 +183,8 @@ namespace Nz
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auto& viewerData = *m_viewerPool.Allocate(viewerIndex);
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viewerData.renderOrder = renderOrder;
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viewerData.debugDrawPass = std::make_unique<DebugDrawPipelinePass>(*this, viewerInstance);
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viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, viewerInstance);
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viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, viewerInstance);
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viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, m_elementRegistry, viewerInstance);
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viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, m_elementRegistry, viewerInstance);
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viewerData.viewer = viewerInstance;
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m_invalidatedViewerInstances.UnboundedSet(viewerIndex);
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