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

@@ -45,6 +45,11 @@ namespace Nz
m_indexBuffer = m_device.InstantiateBuffer(BufferType::Index, indexCount * sizeof(UInt16), BufferUsage::DeviceLocal | BufferUsage::Write, indices.data());
}
RenderElementPool<RenderSpriteChain>& SpriteChainRenderer::GetPool()
{
return m_spriteChainPool;
}
std::unique_ptr<ElementRendererData> SpriteChainRenderer::InstanciateData()
{
return std::make_unique<SpriteChainRendererData>();