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