Graphics: Use memory pools for render elements

This commit is contained in:
SirLynix
2022-08-30 19:27:52 +02:00
parent 7949c57f16
commit 017a6c7af3
43 changed files with 528 additions and 133 deletions

View File

@@ -3,20 +3,14 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
FramePipeline::FramePipeline() :
m_elementRenderers(BasicRenderElementCount),
m_debugDrawer(*Graphics::Instance()->GetRenderDevice())
{
m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
}
FramePipeline::~FramePipeline() = default;