Graphics: Replace RenderFrame by RenderResources
This changes makes the whole rendering independent from the RenderFrame acquired from the Swapchain. This may allow to do offscreen rendering (= without swapchain), or multi-window rendering in the future
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@@ -59,10 +59,10 @@ namespace Nz
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RenderElementPool<RenderSpriteChain>& GetPool() override;
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std::unique_ptr<ElementRendererData> InstanciateData() override;
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void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, SparsePtr<const RenderStates> renderStates) override;
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void PrepareEnd(RenderFrame& currentFrame, ElementRendererData& rendererData) override;
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void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderResources& currentFrame, std::size_t elementCount, const Pointer<const RenderElement>* elements, SparsePtr<const RenderStates> renderStates) override;
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void PrepareEnd(RenderResources& renderResources, ElementRendererData& rendererData) override;
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void Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, std::size_t elementCount, const Pointer<const RenderElement>* elements) override;
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void Reset(ElementRendererData& rendererData, RenderFrame& currentFrame) override;
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void Reset(ElementRendererData& rendererData, RenderResources& currentFrame) override;
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private:
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void Flush();
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