Graphics/FramePipeline: Replace maps with memory pools and indices
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@@ -40,7 +40,7 @@ namespace Nz
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void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const std::vector<const Light*>& visibleLights, std::size_t visibilityHash);
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void RegisterMaterial(const Material& material);
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void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex);
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void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex, bool hasDepthPrepass);
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void UnregisterMaterial(const Material& material);
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