Graphics/FrameGraph: Make use of RenderPassCache
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@@ -851,7 +851,8 @@ namespace Nz
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BuildPhysicalPassDependencies(colorAttachmentCount, depthStencilAttachmentIndex.has_value(), renderPassAttachments, subpassesDesc, subpassesDeps);
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m_pending.renderPasses.push_back(renderDevice->InstantiateRenderPass(std::move(renderPassAttachments), std::move(subpassesDesc), std::move(subpassesDeps)));
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m_pending.renderPasses.push_back(Graphics::Instance()->GetRenderPassCache().Get(renderPassAttachments, subpassesDesc, subpassesDeps));
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//m_pending.renderPasses.push_back(renderDevice->InstantiateRenderPass(std::move(renderPassAttachments), std::move(subpassesDesc), std::move(subpassesDeps)));
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physicalPassIndex++;
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}
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@@ -60,6 +60,7 @@ namespace Nz
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if (!m_renderDevice)
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throw std::runtime_error("failed to instantiate render device");
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m_renderPassCache.emplace(*m_renderDevice);
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m_samplerCache.emplace(m_renderDevice);
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MaterialPipeline::Initialize();
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@@ -78,6 +79,7 @@ namespace Nz
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Graphics::~Graphics()
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{
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MaterialPipeline::Uninitialize();
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m_renderPassCache.reset();
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m_samplerCache.reset();
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m_fullscreenVertexBuffer.reset();
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m_fullscreenVertexDeclaration.reset();
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