Graphics/[SpriteChain|Submesh]Renderer: Fix material pass not breaking batching
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@@ -13,6 +13,7 @@
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namespace Nz
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{
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class AbstractBuffer;
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class MaterialPass;
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class RenderPipeline;
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class VertexDeclaration;
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@@ -25,17 +26,20 @@ namespace Nz
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inline void Clear();
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inline std::size_t FetchLayerIndex(int renderLayer) const;
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inline std::size_t FetchMaterialPassIndex(const MaterialPass* materialPass) const;
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inline std::size_t FetchPipelineIndex(const RenderPipeline* pipeline) const;
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inline std::size_t FetchVertexBuffer(const AbstractBuffer* vertexBuffer) const;
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inline std::size_t FetchVertexDeclaration(const VertexDeclaration* vertexDeclaration) const;
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inline void RegisterLayer(int renderLayer);
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inline void RegisterMaterialPass(const MaterialPass* materialPass);
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inline void RegisterPipeline(const RenderPipeline* pipeline);
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inline void RegisterVertexBuffer(const AbstractBuffer* vertexBuffer);
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inline void RegisterVertexDeclaration(const VertexDeclaration* vertexDeclaration);
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private:
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robin_hood::unordered_map<int, std::size_t> m_renderLayerRegistry;
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robin_hood::unordered_map<const MaterialPass*, std::size_t> m_materialPassRegistry;
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robin_hood::unordered_map<const RenderPipeline*, std::size_t> m_pipelineRegistry;
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robin_hood::unordered_map<const AbstractBuffer*, std::size_t> m_vertexBufferRegistry;
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robin_hood::unordered_map<const VertexDeclaration*, std::size_t> m_vertexDeclarationRegistry;
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