Graphics/[SpriteChain|Submesh]Renderer: Fix material pass not breaking batching
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@@ -22,6 +22,14 @@ namespace Nz
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return it->second;
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}
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inline std::size_t RenderQueueRegistry::FetchMaterialPassIndex(const MaterialPass* materialPass) const
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{
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auto it = m_materialPassRegistry.find(materialPass);
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assert(it != m_materialPassRegistry.end());
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return it->second;
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}
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inline std::size_t RenderQueueRegistry::FetchPipelineIndex(const RenderPipeline* pipeline) const
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{
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auto it = m_pipelineRegistry.find(pipeline);
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@@ -51,6 +59,11 @@ namespace Nz
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m_renderLayerRegistry.try_emplace(renderLayer, m_renderLayerRegistry.size());
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}
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inline void RenderQueueRegistry::RegisterMaterialPass(const MaterialPass* materialPass)
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{
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m_materialPassRegistry.try_emplace(materialPass, m_materialPassRegistry.size());
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}
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inline void RenderQueueRegistry::RegisterPipeline(const RenderPipeline* pipeline)
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{
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m_pipelineRegistry.try_emplace(pipeline, m_pipelineRegistry.size());
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