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