Graphics/ForwardFramePipeline: Fix unregister + register the same renderable pointer not invalidating rendering
This can happen with ECS components which are mostly stable in memory, when destroying a graphics entity and recreating it (even with a different mesh) its pointer may not change due to memory recycling, especially on simple scenes. A UInt8 generation counter helps prevents this
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@ -108,6 +108,7 @@ namespace Nz
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const InstancedRenderable* renderable;
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Recti scissorBox;
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UInt32 renderMask = 0;
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UInt8 generation;
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NazaraSlot(InstancedRenderable, OnElementInvalidated, onElementInvalidated);
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NazaraSlot(InstancedRenderable, OnMaterialInvalidated, onMaterialInvalidated);
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@ -169,6 +170,7 @@ namespace Nz
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MemoryPool<ViewerData> m_viewerPool;
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MemoryPool<WorldInstanceData> m_worldInstances;
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RenderFrame* m_currentRenderFrame;
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UInt8 m_generationCounter;
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bool m_rebuildFrameGraph;
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};
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}
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@ -34,6 +34,7 @@ namespace Nz
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m_skeletonInstances(1024),
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m_viewerPool(8),
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m_worldInstances(2048),
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m_generationCounter(0),
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m_rebuildFrameGraph(true)
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{
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}
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@ -76,7 +77,7 @@ namespace Nz
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else
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visibleRenderable.skeletonInstance = nullptr;
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visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(&renderableData));
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visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(&renderableData) + renderableData.generation);
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}
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return m_visibleRenderables;
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@ -148,6 +149,7 @@ namespace Nz
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{
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std::size_t renderableIndex;
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RenderableData* renderableData = m_renderablePool.Allocate(renderableIndex);
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renderableData->generation = m_generationCounter++;
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renderableData->renderable = instancedRenderable;
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renderableData->renderMask = renderMask;
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renderableData->scissorBox = scissorBox;
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