Renderer/RenderFrame: Use FunctionRef instead of std::function to avoid allocations
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@@ -12,6 +12,7 @@
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/Enums.hpp>
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#include <Nazara/Renderer/RenderImage.hpp>
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#include <Nazara/Utils/FunctionRef.hpp>
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#include <functional>
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namespace Nz
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@@ -29,7 +30,7 @@ namespace Nz
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RenderFrame(RenderFrame&&) = delete;
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~RenderFrame() = default;
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void Execute(const std::function<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags queueTypeFlags);
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void Execute(const FunctionRef<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags queueTypeFlags);
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inline std::size_t GetFramebufferIndex() const;
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const Vector2ui& GetSize() const;
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@@ -10,6 +10,7 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/Enums.hpp>
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#include <Nazara/Utils/FunctionRef.hpp>
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#include <functional>
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#include <vector>
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@@ -27,7 +28,7 @@ namespace Nz
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virtual ~RenderImage();
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virtual void Execute(const std::function<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags queueTypeFlags) = 0;
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virtual void Execute(const FunctionRef<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags queueTypeFlags) = 0;
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inline void FlushReleaseQueue();
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