Graphics: Add RenderSystem and frame pipeline
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@@ -75,8 +75,8 @@ namespace Nz
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inline const std::shared_ptr<Texture>& GetTexture(std::size_t textureIndex) const;
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inline const TextureSamplerInfo& GetTextureSampler(std::size_t textureIndex) const;
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inline const std::shared_ptr<AbstractBuffer>& GetUniformBuffer(std::size_t bufferIndex) const;
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inline std::vector<UInt8>& GetUniformBufferData(std::size_t bufferIndex);
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inline const std::vector<UInt8>& GetUniformBufferConstData(std::size_t bufferIndex);
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inline std::vector<UInt8>& GetUniformBufferData(std::size_t bufferIndex);
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inline bool HasTexture(std::size_t textureIndex) const;
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inline bool HasVertexColor() const;
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@@ -109,12 +109,14 @@ namespace Nz
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bool Update(RenderFrame& renderFrame, CommandBufferBuilder& builder);
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// Signals:
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NazaraSignal(OnMaterialInvalidated, const Material* /*material*/);
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NazaraSignal(OnMaterialRelease, const Material* /*material*/);
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private:
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inline void InvalidatePipeline();
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inline void InvalidateShaderBinding();
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inline void InvalidateTextureSampler(std::size_t textureIndex);
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inline void InvalidateUniformData(std::size_t uniformBufferIndex);
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inline void UpdatePipeline() const;
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void UpdateShaderBinding();
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